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	<id>http://adragon202.no-ip.org/Shadowrun/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Apathy</id>
	<title>Shadowrun Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://adragon202.no-ip.org/Shadowrun/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Apathy"/>
	<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php/Special:Contributions/Apathy"/>
	<updated>2026-04-30T22:55:07Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.5</generator>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=User:Apathy&amp;diff=2794</id>
		<title>User:Apathy</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=User:Apathy&amp;diff=2794"/>
		<updated>2017-05-30T00:25:20Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Critters_List&amp;diff=2554</id>
		<title>Talk:SR5:Critters List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Critters_List&amp;diff=2554"/>
		<updated>2016-08-13T00:09:28Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Aetherology p.34&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Aetherology p.34&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Critter_Powers_List&amp;diff=2553</id>
		<title>Talk:SR5:Critter Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Critter_Powers_List&amp;diff=2553"/>
		<updated>2016-08-13T00:09:25Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Aetherology p.39&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Aetherology p.39&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Weapons:Sniper_Rifle&amp;diff=2552</id>
		<title>Talk:SR5:Weapons:Sniper Rifle</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Weapons:Sniper_Rifle&amp;diff=2552"/>
		<updated>2016-08-13T00:09:22Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Assassin's Primer p.11&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Assassin's Primer p.11&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Qualities_List&amp;diff=2551</id>
		<title>Talk:SR5:Qualities List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Qualities_List&amp;diff=2551"/>
		<updated>2016-08-13T00:09:20Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Assassin's Primer p.16 * Bullets &amp;amp; Bandages p.11&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Assassin's Primer p.16&lt;br /&gt;
* Bullets &amp;amp; Bandages p.11&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Active_Skills&amp;diff=2550</id>
		<title>Talk:SR5:Active Skills</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Active_Skills&amp;diff=2550"/>
		<updated>2016-08-13T00:09:17Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Bullets &amp;amp; Bandages p.10 (Biotech skill ratings) * Bullets &amp;amp; Bandages p.13 (Advanced Biotech rules)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Bullets &amp;amp; Bandages p.10 (Biotech skill ratings)&lt;br /&gt;
* Bullets &amp;amp; Bandages p.13 (Advanced Biotech rules)&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Gear_Lists:Medical&amp;diff=2549</id>
		<title>Talk:SR5:Gear Lists:Medical</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Gear_Lists:Medical&amp;diff=2549"/>
		<updated>2016-08-13T00:09:15Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Bullets &amp;amp; Bandages p.19&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Bullets &amp;amp; Bandages p.19&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Gear_Lists:Armor/Clothing&amp;diff=2548</id>
		<title>Talk:SR5:Gear Lists:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Gear_Lists:Armor/Clothing&amp;diff=2548"/>
		<updated>2016-08-13T00:09:12Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Bullets &amp;amp; Bandages p.23&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Bullets &amp;amp; Bandages p.23&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Gear_Lists:Vehicles%5CDrones&amp;diff=2547</id>
		<title>Talk:SR5:Gear Lists:Vehicles\Drones</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Gear_Lists:Vehicles%5CDrones&amp;diff=2547"/>
		<updated>2016-08-13T00:09:09Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Bullets &amp;amp; Bandages p.23&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Bullets &amp;amp; Bandages p.23&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:ComplexForms&amp;diff=2546</id>
		<title>Talk:SR5:Matrix:ComplexForms</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:ComplexForms&amp;diff=2546"/>
		<updated>2016-08-13T00:09:05Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Chrome Flesh p.25 * Data Trails p.57&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Chrome Flesh p.25&lt;br /&gt;
* Data Trails p.57&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:IC&amp;diff=2545</id>
		<title>Talk:SR5:Matrix:IC</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:IC&amp;diff=2545"/>
		<updated>2016-08-13T00:09:03Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Core p.247 * Data Trails p.76&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Core p.247&lt;br /&gt;
* Data Trails p.76&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:Programs&amp;diff=2544</id>
		<title>Talk:SR5:Matrix:Programs</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:Programs&amp;diff=2544"/>
		<updated>2016-08-13T00:09:01Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Data Trails p.56&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Data Trails p.56&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:Submersion&amp;diff=2543</id>
		<title>Talk:SR5:Matrix:Submersion</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:Submersion&amp;diff=2543"/>
		<updated>2016-08-13T00:08:58Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Core p.257 * Data Trails p.58&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Core p.257&lt;br /&gt;
* Data Trails p.58&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:Sprites&amp;diff=2542</id>
		<title>Talk:SR5:Matrix:Sprites</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix:Sprites&amp;diff=2542"/>
		<updated>2016-08-13T00:08:51Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Core p.259&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Core p.259&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Character_Creation&amp;diff=2541</id>
		<title>Talk:SR5:Character Creation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Character_Creation&amp;diff=2541"/>
		<updated>2016-08-13T00:08:47Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Add Life modules&lt;br /&gt;
** Chrome Flesh p.60&lt;br /&gt;
** Data Trails p.51&lt;br /&gt;
* Data Trails p.145 (AI Characters)&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Character_Creation&amp;diff=2540</id>
		<title>Talk:SR5:Character Creation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Character_Creation&amp;diff=2540"/>
		<updated>2016-08-13T00:08:27Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Add Life modules   * Chrome Flesh p.60   * Data Trails p.51 * Data Trails p.145 (AI Characters)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Add Life modules&lt;br /&gt;
  * Chrome Flesh p.60&lt;br /&gt;
  * Data Trails p.51&lt;br /&gt;
* Data Trails p.145 (AI Characters)&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix_Rules&amp;diff=2539</id>
		<title>Talk:SR5:Matrix Rules</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Matrix_Rules&amp;diff=2539"/>
		<updated>2016-08-13T00:08:24Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Data Trails p.178 (New Actions)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Data Trails p.178 (New Actions)&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:IC&amp;diff=2538</id>
		<title>SR5:Matrix:IC</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:IC&amp;diff=2538"/>
		<updated>2016-08-13T00:03:25Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;{{SR5:Rules Navigation}} {{SR5:Matrix Rules Navigation}}  TODO&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Matrix Rules Navigation}}&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2537</id>
		<title>Template:SR5:Matrix Rules Navigation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2537"/>
		<updated>2016-08-13T00:03:11Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=&amp;quot;2&amp;quot;&lt;br /&gt;
![[SR5:Matrix:Basics|Basics]]!![[SR5:Matrix:Skills/Attributes|Skills/Attributes]]!![[SR5:Matrix:Actions|Actions]]!![[SR5:Matrix:Jargon|Jargon]]!![[SR5:Matrix:Cyberdecks|Cyberdecks]]!![[SR5:Matrix:Programs|Programs]]!![[SR5:Matrix:How To|How To]]!![[SR5:Matrix:ComplexForms|Complex Foms]]!![[SR5:Matrix:Submersion|Submersion]]!![[SR5:Matrix:Sprites|Sprites]]!![[SR5:Matrix:IC|IC]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:Sprites&amp;diff=2536</id>
		<title>SR5:Matrix:Sprites</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:Sprites&amp;diff=2536"/>
		<updated>2016-08-12T23:43:08Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;{{SR5:Rules Navigation}} {{SR5:Matrix Rules Navigation}}  TODO&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Matrix Rules Navigation}}&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2535</id>
		<title>Template:SR5:Matrix Rules Navigation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2535"/>
		<updated>2016-08-12T23:42:57Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=&amp;quot;2&amp;quot;&lt;br /&gt;
![[SR5:Matrix:Basics|Basics]]!![[SR5:Matrix:Skills/Attributes|Skills/Attributes]]!![[SR5:Matrix:Actions|Actions]]!![[SR5:Matrix:Jargon|Jargon]]!![[SR5:Matrix:Cyberdecks|Cyberdecks]]!![[SR5:Matrix:Programs|Programs]]!![[SR5:Matrix:How To|How To]]!![[SR5:Matrix:ComplexForms|Complex Foms]]||[[SR5:Matrix:Submersion|Submersion]]||[[SR5:Matrix:Sprites|Sprites]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:Submersion&amp;diff=2534</id>
		<title>SR5:Matrix:Submersion</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:Submersion&amp;diff=2534"/>
		<updated>2016-08-12T23:41:43Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;{{SR5:Rules Navigation}} {{SR5:Matrix Rules Navigation}}  TODO&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Matrix Rules Navigation}}&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2533</id>
		<title>Template:SR5:Matrix Rules Navigation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2533"/>
		<updated>2016-08-12T23:41:24Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=&amp;quot;2&amp;quot;&lt;br /&gt;
![[SR5:Matrix:Basics|Basics]]!![[SR5:Matrix:Skills/Attributes|Skills/Attributes]]!![[SR5:Matrix:Actions|Actions]]!![[SR5:Matrix:Jargon|Jargon]]!![[SR5:Matrix:Cyberdecks|Cyberdecks]]!![[SR5:Matrix:Programs|Programs]]!![[SR5:Matrix:How To|How To]]!![[SR5:Matrix:ComplexForms|Complex Foms]]||[[SR5:Matrix:Submersion|Submersion]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:ComplexForms&amp;diff=2532</id>
		<title>SR5:Matrix:ComplexForms</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Matrix:ComplexForms&amp;diff=2532"/>
		<updated>2016-08-12T23:33:18Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;{{SR5:Rules Navigation}} {{SR5:Matrix Rules Navigation}}  TODO&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Rules Navigation}}&lt;br /&gt;
{{SR5:Matrix Rules Navigation}}&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2531</id>
		<title>Template:SR5:Matrix Rules Navigation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Template:SR5:Matrix_Rules_Navigation&amp;diff=2531"/>
		<updated>2016-08-12T23:32:28Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|border=&amp;quot;2&amp;quot;&lt;br /&gt;
![[SR5:Matrix:Basics|Basics]]!![[SR5:Matrix:Skills/Attributes|Skills/Attributes]]!![[SR5:Matrix:Actions|Actions]]!![[SR5:Matrix:Jargon|Jargon]]!![[SR5:Matrix:Cyberdecks|Cyberdecks]]!![[SR5:Matrix:Programs|Programs]]!![[SR5:Matrix:How To|How To]]!![[SR5:Matrix:ComplexForms|Complex Foms]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Spell_List&amp;diff=2530</id>
		<title>Talk:SR5:Spell List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Spell_List&amp;diff=2530"/>
		<updated>2016-08-12T00:18:01Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO:  * Bullets &amp;amp; Bandages p.21 * Shadow Spells p.16 * Stolen Souls p.189&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
* Bullets &amp;amp; Bandages p.21&lt;br /&gt;
* Shadow Spells p.16&lt;br /&gt;
* Stolen Souls p.189&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2529</id>
		<title>SR5:Spells:Combat</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Combat&amp;diff=2529"/>
		<updated>2016-08-11T23:35:52Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Combat Spells use Mana to create damaging effects, either by direct or indirect means. They're a mana-slinger's guns, and are treated that way by law enforcement.&lt;br /&gt;
;Direct:When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] against either '''[[SR5:Attributes#Body|Body]]''' (for physical spells) or '''[[SR5:Attributes#Willpower|Willpower]]''' (for mana spells). The target does not get to resist the damage, only the '''[[SR5:Skills#Spellcasting|Spellcasting test]]'''.&lt;br /&gt;
&lt;br /&gt;
;Indirect:All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for “power kicks” or emanate power from the entire body for a kind of an aura-throwing effect). The spell then is launched with an Opposed Test that pits the magician’s '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] versus the target’s '''[[SR5:Attributes#Reaction|Reaction]]''' + '''[[SR5:Attributes#Intuition|Intuition]]''', kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target—you can cast these spells blindfolded or with artificial image enhancement—as long as you’ve got a clear line of fire. The Damage Value of a successful indirect combat spell is '''[[SR5:Skills#Spellcasting|Force]]''' + net hits, with an AP equal to –('''[[SR5:Skills#Spellcasting|Force]]'''). Damage from an indirect combat spell is resisted with '''[[SR5:Attributes#Body|Body]]''' + Armor (adjusted for the spell’s AP).&lt;br /&gt;
&lt;br /&gt;
;Indirect Area: Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for '''[[SR5:Combat#Grenades|grenades]]''': a '''[[SR5:Skills#Spellcasting|Spellcasting]]''' + '''[[SR5:Attributes#Magic|Magic]]''' ['''[[SR5:Skills#Spellcasting|Force]]'''] (3) Test with scatter of 2D6 meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.&lt;br /&gt;
&lt;br /&gt;
;Elemental:These spells cause extra damage ('''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Special Damage Types]]'''). The specific type is listed in the spell description.&lt;br /&gt;
==Acid Stream, Toxic Wave==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=ACID STREAM&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=TOXIC WAVE&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS(A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F-1&lt;br /&gt;
}}&lt;br /&gt;
These spells create a powerful corrosive that sprays the target, causing terrible burns and eating away organic and metallic material—treat it as '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid Damage]]''', with appropriate effects on the affected area and any objects therein. The acid quickly evaporates, but the damage it inflicts remains. Acid Stream is a single-target spell, Toxic Wave is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Punch, Clout, Blast==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=PUNCH&lt;br /&gt;
  |Effects=(INDIRECT)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=T&lt;br /&gt;
  |Damage=S&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F-6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=CLOUT&lt;br /&gt;
  |Effects=(INDIRECT)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=S&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F-3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=BLAST&lt;br /&gt;
  |Effects=(INDIRECT)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS(A)&lt;br /&gt;
  |Damage=S&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells smack the target(s) with invisible psychokinetic force, similar to a bruising punch, that inflicts Stun damage. Punch requires you to touch the target. Clout affects a single target, while Blast is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Death Touch, Manabolt, Manaball==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=DEATH TOUCH&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Range=T&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=MANABOLT&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=MANABALL&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F&lt;br /&gt;
}}&lt;br /&gt;
Death Touch, Manabolt, and Manaball all channel destructive magical power into the target, doing Physical damage. The damage inflicted is similar to massive cellular die off from radiation or necrotizing fasciitis, but without the continuing effects. But still, ick. Since they are mana spells, spells in this group only affect living and magical targets and are resisted with Willpower. Death Touch requires the magician to touch the target. Manabolt affects a single target, Manaball is an area-effect spell.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower, Fireball==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=FLAMETHROWER&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=FIREBALL&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Range=LOS A)&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
These spells create an explosion of flames that flash into existence and scorch the target(s), giving them the double benefit of causing pain and being intimidating as hell. These spells deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''.These flames burn out after striking the target, but their secondary effects may ignite flammable materials that continue to burn af ter the spell is exhausted. Flamethrower is a single-target spell, while Fireball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Lightning Bolt, Ball Lightning==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=LIGHTNING BOLT&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=BALL LIGHTNING&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
These spells create and direct vicious strikes of electricity that cause '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. Lightning Bolt is a single target spell. Ball Lightning is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Shatter, Powerbolt, Powerball==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=SHATTER&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=T&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=POWERBOLT&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=POWERBALL&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel destructive magical power into the targets causing Physical damage. The target is cooked from the inside, like magically microwaving a hot dog. As physical energies, they can affect both living and non-living targets and are resisted by the target’s Body. Shatter requires you to touch the target, Powerbolt affects a single target, and Powerball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Knockout, Stunbolt, Stunball==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=KNOCKOUT&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Range=T&lt;br /&gt;
  |Damage=S&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 6&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=STUNBOLT&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=S&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=STUNBALL&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=S&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F&lt;br /&gt;
}}&lt;br /&gt;
These spells channel magical energy directly into the target, causing Stun damage. They are sometimes referred to as “sleep” spells because they can render targets unconscious but keep them alive, in the cases where you’d prefer more polite violence. Knockout requires the magician to touch the target, Stunbolt affects a single target, and Stunball is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Corrode Object, Melt Object, Sludge Object==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=CORRODE [OBJECT]&lt;br /&gt;
  |Effects=(INDIRECT, TOUCH, ELEMENTAL)&lt;br /&gt;
  |Range=T&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 5&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=MELT [OBJECT]&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=SLUDGE [OBJECT]&lt;br /&gt;
  |Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 1&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
These spells conjure a sizzling blast of corrosive spray that inflicts '''[[SR5:Combat Rules:Elemental Damage#Acid Damage|Acid damage]]''' upon their targets similar to '''[[#Acid Stream, Toxic Wave|Acid Stream and Toxic Wave]]'''. The corrosive nature of these blasts only affects the specified object for which the spell was created to harm. All other objects remain unharmed. Different objects require separate spells, such as Corrode Wall, Melt Electronics, Sludge Armor, and so on.&lt;br /&gt;
&lt;br /&gt;
==Disrupt Focus==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=DISRUPT [FOCUS]&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=Special&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 2&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Disrupt [Focus] channels and then diverts mana into disrupting a specific active magical focus dealing temporary damage to its astral form. A focus that receives damage equal to its Force from this spell is disrupted and becomes inactive. The magician bonded to the focus can’t gain dice bonuses or any other benefit from the focus until it’s reactivated. A number of boxes of temporary damage equal to the Force of the focus are “healed” at the beginning of the next Combat Turn. The owner may spend a Simple Action to reactivate the focus when all damage is healed. Disrupting a sustaining focus also disrupts the spell it is sustaining. Astrally projecting magicians whose foci become disrupted cannot reactivate them until their astral form gets back into their physical body.&lt;br /&gt;
&lt;br /&gt;
==Destroy Free Spirit==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=DESTROY [FREE SPIRIT]&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Destroy [Free Spirit] is a very specialized variant of Slay (p. 104) designed to take out a specific free spirit. Each unique spirit requires a different version of this spell, which must incorporate the target’s spirit formula. This spell doesn’t affect other spirits, even one of same type as the free spirit. The spell formula counts as a copy of the spirit formula for all purposes.&lt;br /&gt;
&lt;br /&gt;
==Destroy Vehicle==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=DESTROY [VEHICLE]&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Want to rule the waves, roads, or skies? This one’s for you. Destroy [Vehicle] is a variant of Slay (p. 104) designed to target a type of vehicle (or drone). Each type of vehicle (e.g., aircraft, watercraft, groundcraft)  requires a different version of this spell, such as Destroy Aircraft. This spell has no effect on other vehicles.&lt;br /&gt;
&lt;br /&gt;
==Firewater, Napalm==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=FIREWATER&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 2&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=NAPALM&lt;br /&gt;
  |Effects=(INDIRECT, AREA, ELEMENTAL)&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
These spells do a hell of a lot more than defoliate. They combine two elements, fire and water, to create a terrifying and devastating effect. Flaming Water causes Physical damage that is considered to be both '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]''' and '''[[SR5:Combat Rules:Elemental Damage#Water Damage|Water damage]]'''. Armor with specific modifications, such as '''[[SR5:Armor Mod|Fire resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage.&lt;br /&gt;
&lt;br /&gt;
Firewater is a single-target spell, while Napalm is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Insecticide Insect Spirit==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=INSECTICIDE [INSECT SPIRIT]&lt;br /&gt;
  |Effects=(DIRECT, AREA)&lt;br /&gt;
  |Range=LOS(A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F + 1&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Insect spirits are exceptionally dangerous to magicians. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. Insecticide is a specialized variant of '''[[#One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species|Slay]]''' designed to target a specific type of insect spirit. Each unique type of insect spirit requires different version of this spell, such as Insecticide Ant Spirits or Insecticide Roach Spirits.&lt;br /&gt;
&lt;br /&gt;
==Ice Spear, Ice Storm==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=ICE SPEAR&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=ICE STORM&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F + 1&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Spellcasters that weld this set of spells can attack their enemies with shards of ice of frightening potency that cause '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold damage]]'''. This may cause unusual damage to certain critters and damage armor or gear. Armor with specific modifications, such as '''[[SR5:Armor Mod|Cold resistance, Chemical Seal, and Chemical protection]]''') may protect target from the damage.&lt;br /&gt;
&lt;br /&gt;
Ice Spear is a single-target spell, while Ice Storm is an area spell. Ice Storm also acts as an '''[[SR5:Spells:Manipulation#Ice Sheet|Ice Sheet]]''' spell over the affected area&lt;br /&gt;
&lt;br /&gt;
==One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=ONE LESS [METATYPE/SPECIES]&lt;br /&gt;
  |Effects=(DIRECT, TOUCH)&lt;br /&gt;
  |Range=T&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 6&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=SLAY [METATYPE/SPECIES]&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 4&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=SLAUGHTER [METATYPE/SPECIES]&lt;br /&gt;
  |Effects=(DIRECT, AREA)&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 2&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
These are variations of the '''[[#Death Touch, Manabolt, Manaball|Death Touch, Manabolt, and Manaball]]''' spells. They’re specialized, designed to target a particular species or metaType(One Less Naga, Slay Ork, Slaughter Dwarfs, and so on). The target of each spell is designated by the spell formula. These spells only discriminate based on biological species, not social status or any other quality.&lt;br /&gt;
&lt;br /&gt;
One Less requires the caster to touch the target. Slay affects a single target. Slaughter is an area effect spell.&lt;br /&gt;
&lt;br /&gt;
==Ram Object, Wreck Object, Demolish Object==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=RAM [OBJECT]&lt;br /&gt;
  |Effects=(DIRECT, TOUCH)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=T&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 5&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=WRECK [OBJECT]&lt;br /&gt;
  |Effects=(DIRECT)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=DEMOLISH [OBJECT]&lt;br /&gt;
  |Effects=(DIRECT, AREA)&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 1&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This set of spells is a variant of '''[[#Shatter, Powerbolt, Powerball|Shatter/Powerbolt/Powerball]]''' that only affect a specific type of inanimate object. Different types of objects require a separate spell such as Ram Door, Wreck Furniture, Demolish Gun, and so on. This spell cannot be used against vehicles. Objects resist this spell with their Barrier Rating (in the case of doors and walls); other items resist with their object resistance (p. 295, SR5). Partial damage reduces the effectiveness of the item similar to the way damage affects a metahumans. For every three points of damage the item suffers, there is a –1 modifier to any tests using the item. Body Wreck affects only a single target while Demolish is an area spell. Ram requires the caster to touch the target.&lt;br /&gt;
&lt;br /&gt;
==Radiation Beam, Radiation Burst==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=RADIATION BEAM&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=RADIATION BURST&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 1&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
These spells channel and unleash the vicious and invisible power of radiation on their target, causing '''[[SR5:Combat Rules:Elemental Damage#Radiation Damage|Radiation damage]]'''. Radiation Beam is a single target spell. Radiation Burst is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Pollutant Stream, Pollutant Wave==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=POLLUTANT STREAM&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL)&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Range=LOS&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=POLLUTANT WAVE&lt;br /&gt;
  |Effects=(INDIRECT, ELEMENTAL, AREA)&lt;br /&gt;
  |Range=LOS (A)&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Type=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 1&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Oozing green chemicals, sulfurous brown smoke, and more—these spells release a pure form of nature-abhorring chemicals, causing '''[[SR5:Combat Rules:Elemental Damage#Pollutant Damage|Pollutant damage]]''' to their target. Pollutant Stream is a single target spell. Pollutant Wave is an area spell. These spells can only be learned by a magician with a lodge made for the Toxic tradition.&lt;br /&gt;
&lt;br /&gt;
==Shattershield==&lt;br /&gt;
{{SR5:Spell Template&lt;br /&gt;
  |Name=SHATTERSHIELD&lt;br /&gt;
  |Effects=(DIRECT, TOUCH)&lt;br /&gt;
  |Type=M&lt;br /&gt;
  |Range=T&lt;br /&gt;
  |Damage=P&lt;br /&gt;
  |Duration=I&lt;br /&gt;
  |Drain=F – 3&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Shattershield is a variant of '''[[#Death Touch, Manabolt, Manaball|Death Touch]]''' designed to splinter manna barriers (see p. 315, SR5) in a very satisfying way. The caster must touch the mana barrier’s physical component or astral form. The barrier resists with Force (its Structure rating) + Counterspelling (if anyone happens to be protecting it).&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Adept_Powers&amp;diff=2528</id>
		<title>Talk:SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Adept_Powers&amp;diff=2528"/>
		<updated>2016-08-10T17:09:02Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2527</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2527"/>
		<updated>2016-08-10T17:08:49Z</updated>

		<summary type="html">&lt;p&gt;Apathy: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 !Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adept Spell&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adept Accident&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adrenaline Boost&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Analytics&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Animal Empathy&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Astral Perception&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Attribute Boost (Attribute)&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Authoritative Tone&lt;br /&gt;
   |Cost=0.50&lt;br /&gt;
   |CostNote= per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserker's Rage&lt;br /&gt;
   |Prereq=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Blind Fighting&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cloak&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Combat Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Commanding Voice (SR5:SG)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Commanding Voice (SR5:SSo)&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SSo&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cool Resolve&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Counterstrike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Critical Strike (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Danger Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Demara&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Eidetic Sense Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Body&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Prereq=Elemental Strike&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Weapon&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Weapon Foci&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Empathic Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=2 turns per box&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Accuracy (Skill)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Perception&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enthralling Performance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Facial Sculpt&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Death&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Illness&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Flexibility&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Focused Archery&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Freefall&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Hang Time&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Heightened Concern&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Ability (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Physical Attribute&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Potential (Limit)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Reflexes&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=+ level (Max 3)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=each&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Indomitable Will&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Inertia Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Iron Gut&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Iron Lungs&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Iron Will&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Keratin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kiai&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 6)&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Killing Hands&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics Mastery&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Prereq=Kinesics&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Light Body&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Light Touch&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSo&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Linguistics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Living Focus&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Maintain Warmth&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Magic Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Master Archer&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Melanin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Memory Displacement&lt;br /&gt;
   |Cost=0.25 PP&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Metabolic Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Mimic&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 6)&lt;br /&gt;
   |Source=SR5:SSo&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Mastery&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Parry&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Motion Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Mystic Armor&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Natural Immunity&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nerve Strike (SR5:SG)&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nerve Strike (SR5:SSo)&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SSo&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nimble Fingers (SR5:SG)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nimble Fingers (SR5:SSo)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SSo&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Relief&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Penetrating Strike&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 4)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Piercing Senses&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Plague Cloud&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Power Swimming&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Precision Throwing&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Draw&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Riposte&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rooting&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Skate&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Smashing Blow&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spell Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Claw&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Ram&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Stillness&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Sustenance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Temperature Tolerance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Three-Dimensional Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Toxic Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Traceless Walk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Transmit Damage&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Prerequisite=Killing Hands&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Voice Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Wall Running&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2526</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2526"/>
		<updated>2016-08-10T17:05:06Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adept Accident==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adept Accident&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to disrupt the mana flows within a target they have touched. Activating this power is a Simple Action and can be activated any time within (Magic) minutes from the time the target is touched (meaning the adept must have succeeded in a touch attack. The adept rolls Magic + Willpower [Astral] vs. Reaction + Intuition [Physical]. If the adept wins, the target suffers a glitch or accident as determined by the gamemaster. If the adept scores 4 or more net hits, it is considered a critical glitch with potentially catastrophic results. The adept must resist Drain (Body + Willpower) equal to the number of hits (not net hits).&lt;br /&gt;
&lt;br /&gt;
==Adept Spell==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adept Spell&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
The adept has learned to cast a single spell like a mage.  You learn one spell for free when acquiring this power.  The maximum Force of the spell is your Magic Rating, and the Drain is always physical, resisted with Body + Willpower. This ability otherwise follows the standard rules for spellcasting. The adept can take ranks in the Spellcasting skill and is required to take at least one rank to use this power. This power can only be taken once.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adrenaline Boost&lt;br /&gt;
  |Cost=0.25 pp per level&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Duration=1 Combat Turn&lt;br /&gt;
  |Special=;Initiative Score:+2 Per Level&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Analytics&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Animal Empathy&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Astral Perception&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Attribute Boost (Attribute)&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=2xBoost Hits&lt;br /&gt;
  |Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Authoritative Tone&lt;br /&gt;
  |Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserker’s Rage&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Prerequisite=Berserk&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Blind Fighting&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cloak&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Combat Sense&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice (SR5:SG)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice (SR5:SSo)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SSo&lt;br /&gt;
}}&lt;br /&gt;
This power channels the adept’s magic into his voice to enhance the modulation and pitch, subliminally influencing the actions of any listeners. The adept takes a Complex Action to give a simple but forceful command (five words or less) to the target, making an Opposed Test with Leadership + Charisma against the target(s) Willpower + Intuition. If the adept succeeds in the test, the target uses his next action to either carry out the command or stands confused (gamemaster’s choice, but the more net hits achieved the more likely it is for the target to obey the adept’s command). Such commands carry no weight beyond the immediate impetus, and the affected characters will quickly reassert their wits, returning to their original course of action. If multiple individuals are targeted, use the largest dice pool among the defenders and add 1 die per additional target (to a maximum of six individuals). Commanding Voice may only be used on metahumans who can directly hear and understand the adept’s words. It has no effect when the voice is amplified or broadcast via technological means (e.g., wireless transmission or loudspeaker). It is also less effective on subsequent uses against the same target.  Apply a cumulative –2 dice pool penalty for each use within the preceding 24 hours.  &lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cool Resolve&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Counterstrike&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Critical Strike (Skill)&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Danger Sense&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Demara==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Demara&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=1 hour&lt;br /&gt;
  |Duration=Magic hours&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power grants the adept the ability to use an untrained skill at minimal effectiveness after watching a person or recording of a person using the desired skill. Once the adept has watched their reference material for at least one hour, they can use the skill as if they have a skill rating one. This knowledge remains effective for a number of hours equal to the adept’s Magic Attribute. The ability does not provide any Karma assistance in learning a skill through character creation or advancement.&lt;br /&gt;
&lt;br /&gt;
==Eidetic Sense Memory==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Eidetic Sense Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
An adept with Eidetic Sense Memory is capable of memorizing all sensory input, including tastes, smells and textures in addition to the more traditional visual ability.  The adept is capable of perfectly recalling any sensory stimulus, or combination thereof. The memories can be recalled at will. The adept also has the ability to photo-read, making it a great trick for those Awakened who like book clubs.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Body&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Prerequisite=Elemental Strike&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.&lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Weapon&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Weapon Foci&lt;br /&gt;
  |Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
:Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
;Deactivate Elemental Effect:Free Action&lt;br /&gt;
;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Empathic Healing&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=See Text&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.&lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Accuracy (Skill)&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Perception&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enthralling Performance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enthralling Performance&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This adept power is used in conjunction with an artistic skill, such as Artisan or Gymnastics, which the adept must also possess. This power can be selected multiple times, with each selection pertaining to a different artistic skill. If the gamemaster allows, this power may also be linked to Unarmed Combat (Martial Arts) or Con (Impersonation).&lt;br /&gt;
&lt;br /&gt;
The power permeates the adept’s performance with a subtle magic aura, mesmerizing observers with the adept’s grace or skill as the performance unfolds. The adept makes a test of the appropriate skill + Magic. The adept’s hits serve as a threshold modifier for any Perception tests the audience might make during the performance. Audience members exposed to sudden outside stress or stimuli, such as hearing gunshot or suffering an assault, are immediately released from the entrancement.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Facial Sculpt&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Feign Death==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Death&lt;br /&gt;
  |Cost=1 power point&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
Like the Feign Illness power, Feign Death allows the adept to mimic death with enough accuracy to fool observers, biomonitors, and even medkits. The adept can maintain the power for a number of hours equal to her Magic attribute. The adept sets a time limit when she will come out of the comatose state; the only way to wake her up early is to send a message via a Mindlink spell containing a pre-arranged trigger phrase. Physical contact, injury, loud noise, and so on have no effect on the death-mimicking adept. Any attempts to diagnose signs of life must exceed a threshold equal to the adept’s Magic attribute. The adept is unaware of her surroundings while in this state; she doesn’t hear any conversations taking place or see who is coming and going in their surroundings.&lt;br /&gt;
&lt;br /&gt;
==Feign Illness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Illness&lt;br /&gt;
  |Cost=0.5 power points&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Flexibility&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Focused Archery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Focused Archery&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus their qi and draw a bow that they normally would not be strong enough to use. Solely for the purposes of determining the maximum Rating of bow they are able to fire without penalty, an adept can treat their Strength as 1 higher for each level they have in this power. If an adept using this power fires a bow more than once in a Combat Turn, they must resist Drain equal to twice the number of levels they have in this power at the beginning of the next Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Freefall&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Hang Time&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=See Description&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Heightened Concern==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Heightened Concern&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
The adept can ignore a single distraction while performing another task. This power negates a single situational modifier of a value of up to half (rounded up) of their Magic Attribute. It takes a Complex Action to activate and may be combined with the Adept Centering metamagic.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Ability (Skill)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Skill Rating:+1 Per Level&lt;br /&gt;
;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Physical Attribute&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Potential (Limit)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.&lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+IMPROVED REFLEXES TABLE&lt;br /&gt;
  !PP COST!!LEVEL&lt;br /&gt;
 |-&lt;br /&gt;
 |1.5||Level 1&lt;br /&gt;
 |-&lt;br /&gt;
 |2.5||Level 2&lt;br /&gt;
 |-&lt;br /&gt;
 |3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Reflexes&lt;br /&gt;
  |Cost=Variable, see table&lt;br /&gt;
  |Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Sense&lt;br /&gt;
  |Cost=0.25 PP each&lt;br /&gt;
  |Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
:Perception+Intuition(2) Test&lt;br /&gt;
;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
  |Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Indomitable Will==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Indomitable Will&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
The adept has an increased resistance to fear and torture. The adept gains a +1 dice pool modifier to Opposed Tests to resist Intimidation and fear-inducing effects or powers for each level of this power.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Inertia Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Iron Gut==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Iron Gut&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power greatly increases the strength of the adept’s digestive tract, allowing them to ingest and metabolize a wider array of substances than the metahuman norm. The power grants the adept a +1 dice pool modifier on any ingested Toxin Resistance Test (p. 409, SR5) per level of the ability.&lt;br /&gt;
&lt;br /&gt;
==Iron Lungs==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Iron Lungs&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power increases the adept’s lung capacity. When attempting to hold one’s breath, each level of Iron Lungs increases the base time of holding one’s breath by 20 seconds. When wanting to extend past the base time, each level adds an additional 6 seconds for each net hit on a Swimming + Willpower Test (added on top of the normal 15 additional seconds per net hit). So at four levels, the adept’s base time is 140 seconds (60 seconds normally, plus 80 (that is, 4 x 20) seconds from the power). Each net hit on a Swimming + Willpower Test extends the clock by 39 seconds (15 seconds as a base plus 4 x 6, or 24). The power also adds a +1 dice pool modifier to Body to resist Fatigue damage from Running (p. 172, SR5) per level.&lt;br /&gt;
&lt;br /&gt;
==Iron Will==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Iron Will&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power makes the adept more resistant to external influences. The character may add the power’s level as a dice pool modifier in tests to resist mental manipulation or mind control, whether originating from spells, adept powers, or spirit powers.&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Keratin Control&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept has the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Kiai==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kiai&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 6)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
The adept summons up their qi to let out a terrifying battle cry that can send their foes fleeing. This power affects everyone who hears it, whether friend or foe, within a radius of (Magic) meters. The adept makes an Opposed Test using its Magic + Kiai Rating against the target’s Logic + Willpower. Any bonuses against fear, such as the Guts quality, are added to the target’s Opposed Test. If the target wins, they suffer no ill effects. If the adept wins, the victim takes a –2 penalty to all actions for a number of Combat Turns equal to the net hits. If the adept’s net hits exceed the target’s Willpower, the victim flees in terror until they are safely away and out of sight of the adept. Even once the fear fades, the target must succeed in a Willpower + Logic (adept’s net hits) Test to gather the nerve to face the adept again. At the end of the Combat Turn, the adept takes Drain equal to the level of this power. They may attempt to soak the drain with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Killing Hands&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
;Judge Intentions:+1 DP to Resist&lt;br /&gt;
  |Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics Mastery&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Prerequisite=Kinesics&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Body&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Light Touch==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Touch&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SSo&lt;br /&gt;
}}&lt;br /&gt;
Light Touch allows the adept greater control in palming or pickpocketing an object and preventing anyone from perceiving the act. It imposes a –1 Perception dice pool modifier per level of Light Touch to anyone observing or being targeted by the adept.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+LINGUISTICS TABLE&lt;br /&gt;
 !LANGUAGE!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Common (English, Japanese, Spanish)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
 |}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Linguistics&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Living Focus&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is handled with Dispelling (p. 296, SR5)&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Magic Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Maintain Warmth==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Maintain Warmth&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
Maintain Warmth allows the adept to delay the onset of hypothermia and other cold-related ailments. This eliminates any modifiers to the Survival Test due to weather (see '''Survival Test Table''', p. 137, SR5).&lt;br /&gt;
&lt;br /&gt;
==Master Archer==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Master Archer&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
An adept with this ability has no equal when wielding a bow. Any Action Phase in which the adept uses the Fire Bow Simple Action or the Load and Fire Bow complex action, they can ignore 2 points of negative dice pool modifiers due to their own movement. In addition, any ranged attacks the adept makes with a bow gains +1 die.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Melanin Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Memory Displacement==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Memory Displacement&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This adept power allows an adept to temporarily remove selected memories for a predetermined amount of time with the use of a Complex Action. While the memory is displaced, the adept has no recollection of the erasure or its contents, rendering attempts at Intimidation, Interrogation, or mental manipulation spells ineffective, except for any physical trauma caused. Once the predetermined time has elapsed, the memory returns.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Metabolic Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Mimic==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mimic&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 6)&lt;br /&gt;
  |Activation=1 minute to rank minutes&lt;br /&gt;
  |Duration=Magic minutes&lt;br /&gt;
  |Source=SR5:SSo&lt;br /&gt;
}}&lt;br /&gt;
Mimic allows an adept to be able to mystically copy fingerprints, palm prints, and retinal prints and temporarily imprint those patterns onto his own body. For each level of Mimic, the character can receive 1 die to use to fool a print scanner. The adept must spend 1 minute in physical contact with the target, with each minute increasing the quality of the copy. The highest copy that can be produced of these prints is Rating 6 (which requires 6 minutes of contact with the target).  The copies of the prints last for (Magic Rating of the adept) minutes before the adept’s body reverts back to its natural patterns.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Mastery&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Parry&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
  |Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+MOTION SENSE TABLE&lt;br /&gt;
 !MOVING THING IS!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than dog/cat||3&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than average metahuman (dwarf)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Average metahuman (human, ork, elf)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Motion Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mystic Armor&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Armor:+1 Per Level&lt;br /&gt;
;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Natural Immunity&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike (SR5:SG)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike (SR5:SSo)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SSo&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to inflict a paralyzing attack, temporarily crippling an opponent by targeting vital nerve clusters. The adept declares he is using the power and makes a normal unarmed melee attack. Instead of inflicting damage, each net hit reduces her opponent’s Agility or Reaction (attacker’s choice) by 1. If a character’s Agility or Reaction is reduced to 0, she is paralyzed and unable to move. Nerve Strike is most effective against metahuman opponents; when used against critters, reduce Agility or Reaction by 1 for every 2 net hits instead. Targets that lack a functional nervous system such as spirits and drones are immune to this power. Subjects that have lost Agility or Reaction in this manner must rest for at least one hour. At the end of the hour, they must make a Body + Willpower Test, with each hit returning 1 point of Agility or Reaction (character’s choice). The character makes another Body + Willpower Test each hour until all Agility and/or Reaction has been restored. Magical healing and First Aid may assist in speeding up this recovery.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers (SR5:SG)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers (SR5:SSo)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SSo&lt;br /&gt;
}}&lt;br /&gt;
The Nimble Fingers power allows the adept to perform simple reflex and timing tricks more efficiently and effectively. It adds a +1 dice pool modifier to Palming and other slight-of-hand tests involving manual dexterity. Additionally, Insert Clip, Pick Up/Put Down Object, Remove Clip, and Use Simple Object are considered Free Actions for the adept.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Relief&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Penetrating Strike&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Piercing Senses==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Piercing Senses&lt;br /&gt;
  |Cost=0.25 Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power grants the adept an increased ability to identify illusions and related effects. The adept gains a +1 dice pool modifier to resist illusion-based effects for each level of this power.&lt;br /&gt;
&lt;br /&gt;
==Power Swimming==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Power Swimming&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are banned from Olympic events, as they swim with the grace and speed of a marine mammal. The adept’s swimming rate is doubled (p. 137, SR5), and each hit on a Swimming Test gains an additional 2 meters of distance, 4 meters for elves and trolls.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Plague Cloud&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Precision Throwing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Precision Throwing&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power go far beyond the limit of their physical form when it comes to getting their thrown weapons to strike their targets. For the purposes of determining Range only, treat the adept as having 2 additional Strength per level of this power.&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Draw&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Healing&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
:+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Riposte&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Rooting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rooting&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Simple Action;Deactivate:Free Action&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
Rooting allows an adept to become a nearly immovable object with a Simple Action. The power provides +1 to the adept’s Physical Limit for Knockdown (p. 194, SR5) only. It also provides a +1 dice pool modifier to any test resisting being knocked down, levitated, or otherwise being displaced against their will. The adept cannot move while the power is active, and she takes a –3 dice pool penalty to Dodge, Block or Parry tests while the power is active. The power can be canceled with a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Skate&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Smashing Blow&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spell Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Claw&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Ram&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Stillness&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Sustenance&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Temperature Tolerance&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).&lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
 !THRESHOLD!!TIME PASSED&lt;br /&gt;
 |-&lt;br /&gt;
 |1||24 hours&lt;br /&gt;
 |-&lt;br /&gt;
 |2||1 week&lt;br /&gt;
 |-&lt;br /&gt;
 |3||1 month&lt;br /&gt;
 |-&lt;br /&gt;
 |4||1 year&lt;br /&gt;
 |-&lt;br /&gt;
 |5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Three-dimensional Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Toxic Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Traceless Walk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
  |Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Transmit Damage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Transmit Damage&lt;br /&gt;
  |Cost=1 per level&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept with Killing Hands to channel any physical damage he has taken into an unarmed attack and transmit it into his target. The attack is resolved using the standard rules for unarmed combat. For each box of unresisted physical damage the adept deals to his opponent, remove one box from his Physical Condition Monitor. The maximum number of boxes that can be transferred in this way is equal to the adept’s level in the power. Stun damage cannot be transmitted.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Voice Control&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
:Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Wall Running&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=Single Action Phase&lt;br /&gt;
  |Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
:Hits indicate meters&lt;br /&gt;
:Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2525</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2525"/>
		<updated>2016-08-10T16:53:57Z</updated>

		<summary type="html">&lt;p&gt;Apathy: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 !Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adept Spell&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
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 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adept Accident&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adrenaline Boost&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Analytics&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
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 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Animal Empathy&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Astral Perception&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Attribute Boost (Attribute)&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Authoritative Tone&lt;br /&gt;
   |Cost=0.50&lt;br /&gt;
   |CostNote= per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
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 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
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 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserker's Rage&lt;br /&gt;
   |Prereq=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
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 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Blind Fighting&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
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 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cloak&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Combat Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Commanding Voice&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cool Resolve&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Counterstrike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Critical Strike (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Danger Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Demara&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Eidetic Sense Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Body&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Prereq=Elemental Strike&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Weapon&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Weapon Foci&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Empathic Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=2 turns per box&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Accuracy (Skill)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Perception&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enthralling Performance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Facial Sculpt&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Death&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Illness&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Flexibility&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Focused Archery&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Freefall&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Hang Time&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Heightened Concern&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Ability (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Physical Attribute&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Potential (Limit)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Reflexes&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=+ level (Max 3)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=each&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Indomitable Will&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Inertia Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Iron Gut&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Iron Lungs&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Iron Will&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Keratin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kiai&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 6)&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Killing Hands&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics Mastery&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Prereq=Kinesics&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Light Body&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Linguistics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Living Focus&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Maintain Warmth&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Magic Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Master Archer&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Melanin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Memory Displacement&lt;br /&gt;
   |Cost=0.25 PP&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Metabolic Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Mastery&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Parry&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Motion Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Mystic Armor&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Natural Immunity&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nerve Strike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nimble Fingers&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Relief&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Penetrating Strike&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 4)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Piercing Senses&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Plague Cloud&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Power Swimming&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Precision Throwing&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Draw&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Riposte&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rooting&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SSp&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Skate&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Smashing Blow&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spell Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Claw&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Ram&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Stillness&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Sustenance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Temperature Tolerance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Three-Dimensional Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Toxic Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Traceless Walk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Transmit Damage&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Prerequisite=Killing Hands&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Voice Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Wall Running&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2524</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2524"/>
		<updated>2016-08-10T16:45:28Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adept Accident==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adept Accident&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to disrupt the mana flows within a target they have touched. Activating this power is a Simple Action and can be activated any time within (Magic) minutes from the time the target is touched (meaning the adept must have succeeded in a touch attack. The adept rolls Magic + Willpower [Astral] vs. Reaction + Intuition [Physical]. If the adept wins, the target suffers a glitch or accident as determined by the gamemaster. If the adept scores 4 or more net hits, it is considered a critical glitch with potentially catastrophic results. The adept must resist Drain (Body + Willpower) equal to the number of hits (not net hits).&lt;br /&gt;
&lt;br /&gt;
==Adept Spell==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adept Spell&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
The adept has learned to cast a single spell like a mage.  You learn one spell for free when acquiring this power.  The maximum Force of the spell is your Magic Rating, and the Drain is always physical, resisted with Body + Willpower. This ability otherwise follows the standard rules for spellcasting. The adept can take ranks in the Spellcasting skill and is required to take at least one rank to use this power. This power can only be taken once.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adrenaline Boost&lt;br /&gt;
  |Cost=0.25 pp per level&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Duration=1 Combat Turn&lt;br /&gt;
  |Special=;Initiative Score:+2 Per Level&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Analytics&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Animal Empathy&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Astral Perception&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Attribute Boost (Attribute)&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=2xBoost Hits&lt;br /&gt;
  |Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Authoritative Tone&lt;br /&gt;
  |Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserker’s Rage&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Prerequisite=Berserk&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Blind Fighting&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cloak&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Combat Sense&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SS&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cool Resolve&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Counterstrike&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Critical Strike (Skill)&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Danger Sense&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Demara==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Demara&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=1 hour&lt;br /&gt;
  |Duration=Magic hours&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power grants the adept the ability to use an untrained skill at minimal effectiveness after watching a person or recording of a person using the desired skill. Once the adept has watched their reference material for at least one hour, they can use the skill as if they have a skill rating one. This knowledge remains effective for a number of hours equal to the adept’s Magic Attribute. The ability does not provide any Karma assistance in learning a skill through character creation or advancement.&lt;br /&gt;
&lt;br /&gt;
==Eidetic Sense Memory==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Eidetic Sense Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
An adept with Eidetic Sense Memory is capable of memorizing all sensory input, including tastes, smells and textures in addition to the more traditional visual ability.  The adept is capable of perfectly recalling any sensory stimulus, or combination thereof. The memories can be recalled at will. The adept also has the ability to photo-read, making it a great trick for those Awakened who like book clubs.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Body&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Prerequisite=Elemental Strike&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.&lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Weapon&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Weapon Foci&lt;br /&gt;
  |Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
:Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
;Deactivate Elemental Effect:Free Action&lt;br /&gt;
;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Empathic Healing&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=See Text&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.&lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Accuracy (Skill)&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Perception&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enthralling Performance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enthralling Performance&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This adept power is used in conjunction with an artistic skill, such as Artisan or Gymnastics, which the adept must also possess. This power can be selected multiple times, with each selection pertaining to a different artistic skill. If the gamemaster allows, this power may also be linked to Unarmed Combat (Martial Arts) or Con (Impersonation).&lt;br /&gt;
&lt;br /&gt;
The power permeates the adept’s performance with a subtle magic aura, mesmerizing observers with the adept’s grace or skill as the performance unfolds. The adept makes a test of the appropriate skill + Magic. The adept’s hits serve as a threshold modifier for any Perception tests the audience might make during the performance. Audience members exposed to sudden outside stress or stimuli, such as hearing gunshot or suffering an assault, are immediately released from the entrancement.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Facial Sculpt&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Feign Death==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Death&lt;br /&gt;
  |Cost=1 power point&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
Like the Feign Illness power, Feign Death allows the adept to mimic death with enough accuracy to fool observers, biomonitors, and even medkits. The adept can maintain the power for a number of hours equal to her Magic attribute. The adept sets a time limit when she will come out of the comatose state; the only way to wake her up early is to send a message via a Mindlink spell containing a pre-arranged trigger phrase. Physical contact, injury, loud noise, and so on have no effect on the death-mimicking adept. Any attempts to diagnose signs of life must exceed a threshold equal to the adept’s Magic attribute. The adept is unaware of her surroundings while in this state; she doesn’t hear any conversations taking place or see who is coming and going in their surroundings.&lt;br /&gt;
&lt;br /&gt;
==Feign Illness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Illness&lt;br /&gt;
  |Cost=0.5 power points&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Flexibility&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Focused Archery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Focused Archery&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus their qi and draw a bow that they normally would not be strong enough to use. Solely for the purposes of determining the maximum Rating of bow they are able to fire without penalty, an adept can treat their Strength as 1 higher for each level they have in this power. If an adept using this power fires a bow more than once in a Combat Turn, they must resist Drain equal to twice the number of levels they have in this power at the beginning of the next Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Freefall&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Hang Time&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=See Description&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Heightened Concern==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Heightened Concern&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
The adept can ignore a single distraction while performing another task. This power negates a single situational modifier of a value of up to half (rounded up) of their Magic Attribute. It takes a Complex Action to activate and may be combined with the Adept Centering metamagic.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Ability (Skill)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Skill Rating:+1 Per Level&lt;br /&gt;
;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Physical Attribute&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Potential (Limit)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.&lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+IMPROVED REFLEXES TABLE&lt;br /&gt;
  !PP COST!!LEVEL&lt;br /&gt;
 |-&lt;br /&gt;
 |1.5||Level 1&lt;br /&gt;
 |-&lt;br /&gt;
 |2.5||Level 2&lt;br /&gt;
 |-&lt;br /&gt;
 |3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Reflexes&lt;br /&gt;
  |Cost=Variable, see table&lt;br /&gt;
  |Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Sense&lt;br /&gt;
  |Cost=0.25 PP each&lt;br /&gt;
  |Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
:Perception+Intuition(2) Test&lt;br /&gt;
;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
  |Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Indomitable Will==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Indomitable Will&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
The adept has an increased resistance to fear and torture. The adept gains a +1 dice pool modifier to Opposed Tests to resist Intimidation and fear-inducing effects or powers for each level of this power.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Inertia Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Iron Gut==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Iron Gut&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power greatly increases the strength of the adept’s digestive tract, allowing them to ingest and metabolize a wider array of substances than the metahuman norm. The power grants the adept a +1 dice pool modifier on any ingested Toxin Resistance Test (p. 409, SR5) per level of the ability.&lt;br /&gt;
&lt;br /&gt;
==Iron Lungs==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Iron Lungs&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power increases the adept’s lung capacity. When attempting to hold one’s breath, each level of Iron Lungs increases the base time of holding one’s breath by 20 seconds. When wanting to extend past the base time, each level adds an additional 6 seconds for each net hit on a Swimming + Willpower Test (added on top of the normal 15 additional seconds per net hit). So at four levels, the adept’s base time is 140 seconds (60 seconds normally, plus 80 (that is, 4 x 20) seconds from the power). Each net hit on a Swimming + Willpower Test extends the clock by 39 seconds (15 seconds as a base plus 4 x 6, or 24). The power also adds a +1 dice pool modifier to Body to resist Fatigue damage from Running (p. 172, SR5) per level.&lt;br /&gt;
&lt;br /&gt;
==Iron Will==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Iron Will&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power makes the adept more resistant to external influences. The character may add the power’s level as a dice pool modifier in tests to resist mental manipulation or mind control, whether originating from spells, adept powers, or spirit powers.&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Keratin Control&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept has the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Kiai==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kiai&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 6)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
The adept summons up their qi to let out a terrifying battle cry that can send their foes fleeing. This power affects everyone who hears it, whether friend or foe, within a radius of (Magic) meters. The adept makes an Opposed Test using its Magic + Kiai Rating against the target’s Logic + Willpower. Any bonuses against fear, such as the Guts quality, are added to the target’s Opposed Test. If the target wins, they suffer no ill effects. If the adept wins, the victim takes a –2 penalty to all actions for a number of Combat Turns equal to the net hits. If the adept’s net hits exceed the target’s Willpower, the victim flees in terror until they are safely away and out of sight of the adept. Even once the fear fades, the target must succeed in a Willpower + Logic (adept’s net hits) Test to gather the nerve to face the adept again. At the end of the Combat Turn, the adept takes Drain equal to the level of this power. They may attempt to soak the drain with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Killing Hands&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
;Judge Intentions:+1 DP to Resist&lt;br /&gt;
  |Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics Mastery&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Prerequisite=Kinesics&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Body&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+LINGUISTICS TABLE&lt;br /&gt;
 !LANGUAGE!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Common (English, Japanese, Spanish)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
 |}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Linguistics&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Living Focus&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is handled with Dispelling (p. 296, SR5)&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Magic Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Maintain Warmth==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Maintain Warmth&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
Maintain Warmth allows the adept to delay the onset of hypothermia and other cold-related ailments. This eliminates any modifiers to the Survival Test due to weather (see '''Survival Test Table''', p. 137, SR5).&lt;br /&gt;
&lt;br /&gt;
==Master Archer==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Master Archer&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
An adept with this ability has no equal when wielding a bow. Any Action Phase in which the adept uses the Fire Bow Simple Action or the Load and Fire Bow complex action, they can ignore 2 points of negative dice pool modifiers due to their own movement. In addition, any ranged attacks the adept makes with a bow gains +1 die.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Melanin Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Memory Displacement==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Memory Displacement&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This adept power allows an adept to temporarily remove selected memories for a predetermined amount of time with the use of a Complex Action. While the memory is displaced, the adept has no recollection of the erasure or its contents, rendering attempts at Intimidation, Interrogation, or mental manipulation spells ineffective, except for any physical trauma caused. Once the predetermined time has elapsed, the memory returns.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Metabolic Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Mastery&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Parry&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
  |Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+MOTION SENSE TABLE&lt;br /&gt;
 !MOVING THING IS!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than dog/cat||3&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than average metahuman (dwarf)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Average metahuman (human, ork, elf)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Motion Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mystic Armor&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Armor:+1 Per Level&lt;br /&gt;
;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Natural Immunity&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Relief&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Penetrating Strike&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Piercing Senses==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Piercing Senses&lt;br /&gt;
  |Cost=0.25 Per Level&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
This power grants the adept an increased ability to identify illusions and related effects. The adept gains a +1 dice pool modifier to resist illusion-based effects for each level of this power.&lt;br /&gt;
&lt;br /&gt;
==Power Swimming==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Power Swimming&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are banned from Olympic events, as they swim with the grace and speed of a marine mammal. The adept’s swimming rate is doubled (p. 137, SR5), and each hit on a Swimming Test gains an additional 2 meters of distance, 4 meters for elves and trolls.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Plague Cloud&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Precision Throwing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Precision Throwing&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power go far beyond the limit of their physical form when it comes to getting their thrown weapons to strike their targets. For the purposes of determining Range only, treat the adept as having 2 additional Strength per level of this power.&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Draw&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Healing&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
:+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Riposte&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Rooting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rooting&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Simple Action;Deactivate:Free Action&lt;br /&gt;
  |Source=SR5:SSp&lt;br /&gt;
}}&lt;br /&gt;
Rooting allows an adept to become a nearly immovable object with a Simple Action. The power provides +1 to the adept’s Physical Limit for Knockdown (p. 194, SR5) only. It also provides a +1 dice pool modifier to any test resisting being knocked down, levitated, or otherwise being displaced against their will. The adept cannot move while the power is active, and she takes a –3 dice pool penalty to Dodge, Block or Parry tests while the power is active. The power can be canceled with a Free Action.&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Skate&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Smashing Blow&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spell Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Claw&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Ram&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Stillness&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Sustenance&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Temperature Tolerance&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).&lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
 !THRESHOLD!!TIME PASSED&lt;br /&gt;
 |-&lt;br /&gt;
 |1||24 hours&lt;br /&gt;
 |-&lt;br /&gt;
 |2||1 week&lt;br /&gt;
 |-&lt;br /&gt;
 |3||1 month&lt;br /&gt;
 |-&lt;br /&gt;
 |4||1 year&lt;br /&gt;
 |-&lt;br /&gt;
 |5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Three-dimensional Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Toxic Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Traceless Walk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
  |Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Transmit Damage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Transmit Damage&lt;br /&gt;
  |Cost=1 per level&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept with Killing Hands to channel any physical damage he has taken into an unarmed attack and transmit it into his target. The attack is resolved using the standard rules for unarmed combat. For each box of unresisted physical damage the adept deals to his opponent, remove one box from his Physical Condition Monitor. The maximum number of boxes that can be transferred in this way is equal to the adept’s level in the power. Stun damage cannot be transmitted.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Voice Control&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
:Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Wall Running&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=Single Action Phase&lt;br /&gt;
  |Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
:Hits indicate meters&lt;br /&gt;
:Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Adept_Powers&amp;diff=2523</id>
		<title>Talk:SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Adept_Powers&amp;diff=2523"/>
		<updated>2016-08-10T04:20:03Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
&lt;br /&gt;
Shadow Spells p.23&lt;br /&gt;
&lt;br /&gt;
Stolen souls p.191&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Adept_Powers&amp;diff=2522</id>
		<title>Talk:SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=Talk:SR5:Adept_Powers&amp;diff=2522"/>
		<updated>2016-08-10T04:19:50Z</updated>

		<summary type="html">&lt;p&gt;Apathy: Created page with &amp;quot;TODO: Shadow Spells p.23 Stolen souls p.191&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO:&lt;br /&gt;
Shadow Spells p.23&lt;br /&gt;
Stolen souls p.191&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2521</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2521"/>
		<updated>2016-08-10T04:11:21Z</updated>

		<summary type="html">&lt;p&gt;Apathy: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 !Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adept Spell&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adept Accident&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adrenaline Boost&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Analytics&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Animal Empathy&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Astral Perception&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Attribute Boost (Attribute)&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Authoritative Tone&lt;br /&gt;
   |Cost=0.50&lt;br /&gt;
   |CostNote= per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserker's Rage&lt;br /&gt;
   |Prereq=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Blind Fighting&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cloak&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Combat Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Commanding Voice&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cool Resolve&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Counterstrike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Critical Strike (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Danger Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Body&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Prereq=Elemental Strike&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Weapon&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Weapon Foci&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Empathic Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=2 turns per box&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Accuracy (Skill)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Perception&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Facial Sculpt&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Death&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Illness&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Flexibility&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Focused Archery&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Freefall&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Hang Time&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Ability (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Physical Attribute&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Potential (Limit)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Reflexes&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=+ level (Max 3)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=each&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Inertia Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Keratin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kiai&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 6)&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Killing Hands&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics Mastery&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Prereq=Kinesics&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Light Body&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Linguistics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Living Focus&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Magic Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Master Archer&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Melanin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Metabolic Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Mastery&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Parry&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Motion Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Mystic Armor&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Natural Immunity&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nerve Strike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nimble Fingers&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Relief&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Penetrating Strike&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 4)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Plague Cloud&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Precision Throwing&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:HT&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Draw&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Riposte&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Skate&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Smashing Blow&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spell Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Claw&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Ram&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Stillness&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Sustenance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Temperature Tolerance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Three-Dimensional Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Toxic Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Traceless Walk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Transmit Damage&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Prerequisite=Killing Hands&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Voice Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Wall Running&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2520</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2520"/>
		<updated>2016-08-10T04:03:50Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adept Accident==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adept Accident&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to disrupt the mana flows within a target they have touched. Activating this power is a Simple Action and can be activated any time within (Magic) minutes from the time the target is touched (meaning the adept must have succeeded in a touch attack. The adept rolls Magic + Willpower [Astral] vs. Reaction + Intuition [Physical]. If the adept wins, the target suffers a glitch or accident as determined by the gamemaster. If the adept scores 4 or more net hits, it is considered a critical glitch with potentially catastrophic results. The adept must resist Drain (Body + Willpower) equal to the number of hits (not net hits).&lt;br /&gt;
&lt;br /&gt;
==Adept Spell==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adept Spell&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
The adept has learned to cast a single spell like a mage.  You learn one spell for free when acquiring this power.  The maximum Force of the spell is your Magic Rating, and the Drain is always physical, resisted with Body + Willpower. This ability otherwise follows the standard rules for spellcasting. The adept can take ranks in the Spellcasting skill and is required to take at least one rank to use this power. This power can only be taken once.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adrenaline Boost&lt;br /&gt;
  |Cost=0.25 pp per level&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Duration=1 Combat Turn&lt;br /&gt;
  |Special=;Initiative Score:+2 Per Level&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Analytics&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Animal Empathy&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Astral Perception&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Attribute Boost (Attribute)&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=2xBoost Hits&lt;br /&gt;
  |Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Authoritative Tone&lt;br /&gt;
  |Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserker’s Rage&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Prerequisite=Berserk&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Blind Fighting&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cloak&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Combat Sense&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SS&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cool Resolve&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Counterstrike&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Critical Strike (Skill)&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Danger Sense&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Body&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Prerequisite=Elemental Strike&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.&lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Weapon&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Weapon Foci&lt;br /&gt;
  |Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
:Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
;Deactivate Elemental Effect:Free Action&lt;br /&gt;
;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Empathic Healing&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=See Text&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.&lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Accuracy (Skill)&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Perception&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Facial Sculpt&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Feign Death==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Death&lt;br /&gt;
  |Cost=1 power point&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
Like the Feign Illness power, Feign Death allows the adept to mimic death with enough accuracy to fool observers, biomonitors, and even medkits. The adept can maintain the power for a number of hours equal to her Magic attribute. The adept sets a time limit when she will come out of the comatose state; the only way to wake her up early is to send a message via a Mindlink spell containing a pre-arranged trigger phrase. Physical contact, injury, loud noise, and so on have no effect on the death-mimicking adept. Any attempts to diagnose signs of life must exceed a threshold equal to the adept’s Magic attribute. The adept is unaware of her surroundings while in this state; she doesn’t hear any conversations taking place or see who is coming and going in their surroundings.&lt;br /&gt;
&lt;br /&gt;
==Feign Illness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Illness&lt;br /&gt;
  |Cost=0.5 power points&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Flexibility&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Focused Archery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Focused Archery&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus their qi and draw a bow that they normally would not be strong enough to use. Solely for the purposes of determining the maximum Rating of bow they are able to fire without penalty, an adept can treat their Strength as 1 higher for each level they have in this power. If an adept using this power fires a bow more than once in a Combat Turn, they must resist Drain equal to twice the number of levels they have in this power at the beginning of the next Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Freefall&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Hang Time&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=See Description&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Ability (Skill)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Skill Rating:+1 Per Level&lt;br /&gt;
;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Physical Attribute&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Potential (Limit)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.&lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+IMPROVED REFLEXES TABLE&lt;br /&gt;
  !PP COST!!LEVEL&lt;br /&gt;
 |-&lt;br /&gt;
 |1.5||Level 1&lt;br /&gt;
 |-&lt;br /&gt;
 |2.5||Level 2&lt;br /&gt;
 |-&lt;br /&gt;
 |3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Reflexes&lt;br /&gt;
  |Cost=Variable, see table&lt;br /&gt;
  |Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Sense&lt;br /&gt;
  |Cost=0.25 PP each&lt;br /&gt;
  |Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
:Perception+Intuition(2) Test&lt;br /&gt;
;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
  |Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Inertia Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Keratin Control&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Kiai==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kiai&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 6)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
The adept summons up their qi to let out a terrifying battle cry that can send their foes fleeing. This power affects everyone who hears it, whether friend or foe, within a radius of (Magic) meters. The adept makes an Opposed Test using its Magic + Kiai Rating against the target’s Logic + Willpower. Any bonuses against fear, such as the Guts quality, are added to the target’s Opposed Test. If the target wins, they suffer no ill effects. If the adept wins, the victim takes a –2 penalty to all actions for a number of Combat Turns equal to the net hits. If the adept’s net hits exceed the target’s Willpower, the victim flees in terror until they are safely away and out of sight of the adept. Even once the fear fades, the target must succeed in a Willpower + Logic (adept’s net hits) Test to gather the nerve to face the adept again. At the end of the Combat Turn, the adept takes Drain equal to the level of this power. They may attempt to soak the drain with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Killing Hands&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
;Judge Intentions:+1 DP to Resist&lt;br /&gt;
  |Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics Mastery&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Prerequisite=Kinesics&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Body&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+LINGUISTICS TABLE&lt;br /&gt;
 !LANGUAGE!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Common (English, Japanese, Spanish)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
 |}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Linguistics&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Living Focus&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Magic Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Master Archer==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Master Archer&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
An adept with this ability has no equal when wielding a bow. Any Action Phase in which the adept uses the Fire Bow Simple Action or the Load and Fire Bow complex action, they can ignore 2 points of negative dice pool modifiers due to their own movement. In addition, any ranged attacks the adept makes with a bow gains +1 die.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Melanin Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Metabolic Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Mastery&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Parry&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
  |Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+MOTION SENSE TABLE&lt;br /&gt;
 !MOVING THING IS!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than dog/cat||3&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than average metahuman (dwarf)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Average metahuman (human, ork, elf)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Motion Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mystic Armor&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Armor:+1 Per Level&lt;br /&gt;
;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Natural Immunity&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Relief&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Penetrating Strike&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Precision Throwing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Precision Throwing&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power go far beyond the limit of their physical form when it comes to getting their thrown weapons to strike their targets. For the purposes of determining Range only, treat the adept as having 2 additional Strength per level of this power.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Plague Cloud&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Draw&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Healing&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
:+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Riposte&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Skate&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Smashing Blow&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spell Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Claw&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Ram&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Stillness&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Sustenance&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Temperature Tolerance&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).&lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
 !THRESHOLD!!TIME PASSED&lt;br /&gt;
 |-&lt;br /&gt;
 |1||24 hours&lt;br /&gt;
 |-&lt;br /&gt;
 |2||1 week&lt;br /&gt;
 |-&lt;br /&gt;
 |3||1 month&lt;br /&gt;
 |-&lt;br /&gt;
 |4||1 year&lt;br /&gt;
 |-&lt;br /&gt;
 |5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Three-dimensional Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Toxic Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Traceless Walk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
  |Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Transmit Damage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Transmit Damage&lt;br /&gt;
  |Cost=1 per level&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept with Killing Hands to channel any physical damage he has taken into an unarmed attack and transmit it into his target. The attack is resolved using the standard rules for unarmed combat. For each box of unresisted physical damage the adept deals to his opponent, remove one box from his Physical Condition Monitor. The maximum number of boxes that can be transferred in this way is equal to the adept’s level in the power. Stun damage cannot be transmitted.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Voice Control&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
:Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Wall Running&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=Single Action Phase&lt;br /&gt;
  |Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
:Hits indicate meters&lt;br /&gt;
:Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2519</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2519"/>
		<updated>2016-08-10T03:59:51Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adept Accident==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adept Accident&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to disrupt the mana flows within a target they have touched. Activating this power is a Simple Action and can be activated any time within (Magic) minutes from the time the target is touched (meaning the adept must have succeeded in a touch attack. The adept rolls Magic + Willpower [Astral] vs. Reaction + Intuition [Physical]. If the adept wins, the target suffers a glitch or accident as determined by the gamemaster. If the adept scores 4 or more net hits, it is considered a critical glitch with potentially catastrophic results. The adept must resist Drain (Body + Willpower) equal to the number of hits (not net hits).&lt;br /&gt;
&lt;br /&gt;
==Adept Spell==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adept Spell&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
The adept has learned to cast a single spell like a mage.  You learn one spell for free when acquiring this power.  The maximum Force of the spell is your Magic Rating, and the Drain is always physical, resisted with Body + Willpower. This ability otherwise follows the standard rules for spellcasting. The adept can take ranks in the Spellcasting skill and is required to take at least one rank to use this power. This power can only be taken once.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adrenaline Boost&lt;br /&gt;
  |Cost=0.25 pp per level&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Duration=1 Combat Turn&lt;br /&gt;
  |Special=;Initiative Score:+2 Per Level&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Analytics&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Animal Empathy&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Astral Perception&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Attribute Boost (Attribute)&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=2xBoost Hits&lt;br /&gt;
  |Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
  ;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Authoritative Tone&lt;br /&gt;
  |Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserker’s Rage&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Prerequisite=Berserk&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Blind Fighting&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cloak&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Combat Sense&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
  ;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SS&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cool Resolve&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Counterstrike&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Critical Strike (Skill)&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Danger Sense&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Body&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Prerequisite=Elemental Strike&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.&lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Weapon&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Weapon Foci&lt;br /&gt;
  |Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
  :Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
  ;Deactivate Elemental Effect:Free Action&lt;br /&gt;
  ;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Empathic Healing&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=See Text&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.&lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Accuracy (Skill)&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Perception&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
  ;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Facial Sculpt&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Feign Death==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Death&lt;br /&gt;
  |Cost=1 power point&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
Like the Feign Illness power, Feign Death allows the adept to mimic death with enough accuracy to fool observers, biomonitors, and even medkits. The adept can maintain the power for a number of hours equal to her Magic attribute. The adept sets a time limit when she will come out of the comatose state; the only way to wake her up early is to send a message via a Mindlink spell containing a pre-arranged trigger phrase. Physical contact, injury, loud noise, and so on have no effect on the death-mimicking adept. Any attempts to diagnose signs of life must exceed a threshold equal to the adept’s Magic attribute. The adept is unaware of her surroundings while in this state; she doesn’t hear any conversations taking place or see who is coming and going in their surroundings.&lt;br /&gt;
&lt;br /&gt;
==Feign Illness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Illness&lt;br /&gt;
  |Cost=0.5 power points&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Flexibility&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Focused Archery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Focused Archery&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus their qi and draw a bow that they normally would not be strong enough to use. Solely for the purposes of determining the maximum Rating of bow they are able to fire without penalty, an adept can treat their Strength as 1 higher for each level they have in this power. If an adept using this power fires a bow more than once in a Combat Turn, they must resist Drain equal to twice the number of levels they have in this power at the beginning of the next Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Freefall&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Hang Time&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=See Description&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Ability (Skill)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Skill Rating:+1 Per Level&lt;br /&gt;
  ;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Physical Attribute&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Potential (Limit)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.&lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+IMPROVED REFLEXES TABLE&lt;br /&gt;
  !PP COST!!LEVEL&lt;br /&gt;
 |-&lt;br /&gt;
 |1.5||Level 1&lt;br /&gt;
 |-&lt;br /&gt;
 |2.5||Level 2&lt;br /&gt;
 |-&lt;br /&gt;
 |3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Reflexes&lt;br /&gt;
  |Cost=Variable, see table&lt;br /&gt;
  |Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
  ;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Sense&lt;br /&gt;
  |Cost=0.25 PP each&lt;br /&gt;
  |Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
  :Perception+Intuition(2) Test&lt;br /&gt;
  ;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
  |Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
  ;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Inertia Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Keratin Control&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Kiai==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kiai&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 6)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
The adept summons up their qi to let out a terrifying battle cry that can send their foes fleeing. This power affects everyone who hears it, whether friend or foe, within a radius of (Magic) meters. The adept makes an Opposed Test using its Magic + Kiai Rating against the target’s Logic + Willpower. Any bonuses against fear, such as the Guts quality, are added to the target’s Opposed Test. If the target wins, they suffer no ill effects. If the adept wins, the victim takes a –2 penalty to all actions for a number of Combat Turns equal to the net hits. If the adept’s net hits exceed the target’s Willpower, the victim flees in terror until they are safely away and out of sight of the adept. Even once the fear fades, the target must succeed in a Willpower + Logic (adept’s net hits) Test to gather the nerve to face the adept again. At the end of the Combat Turn, the adept takes Drain equal to the level of this power. They may attempt to soak the drain with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Killing Hands&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
  ;Judge Intentions:+1 DP to Resist&lt;br /&gt;
  |Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
  ;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics Mastery&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Prerequisite=Kinesics&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Body&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
  ;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
  ;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+LINGUISTICS TABLE&lt;br /&gt;
 !LANGUAGE!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Common (English, Japanese, Spanish)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
 |}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Linguistics&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Living Focus&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Magic Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Master Archer==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Master Archer&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
An adept with this ability has no equal when wielding a bow. Any Action Phase in which the adept uses the Fire Bow Simple Action or the Load and Fire Bow complex action, they can ignore 2 points of negative dice pool modifiers due to their own movement. In addition, any ranged attacks the adept makes with a bow gains +1 die.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Melanin Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Metabolic Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Mastery&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Parry&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
  |Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
  ;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+MOTION SENSE TABLE&lt;br /&gt;
 !MOVING THING IS!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than dog/cat||3&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than average metahuman (dwarf)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Average metahuman (human, ork, elf)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Motion Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mystic Armor&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Armor:+1 Per Level&lt;br /&gt;
  ;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Natural Immunity&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Relief&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
  ;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Penetrating Strike&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Precision Throwing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Precision Throwing&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power go far beyond the limit of their physical form when it comes to getting their thrown weapons to strike their targets. For the purposes of determining Range only, treat the adept as having 2 additional Strength per level of this power.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Plague Cloud&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Draw&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Healing&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
  :+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Riposte&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Skate&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Smashing Blow&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spell Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Claw&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Ram&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Stillness&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Sustenance&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Temperature Tolerance&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).&lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
 !THRESHOLD!!TIME PASSED&lt;br /&gt;
 |-&lt;br /&gt;
 |1||24 hours&lt;br /&gt;
 |-&lt;br /&gt;
 |2||1 week&lt;br /&gt;
 |-&lt;br /&gt;
 |3||1 month&lt;br /&gt;
 |-&lt;br /&gt;
 |4||1 year&lt;br /&gt;
 |-&lt;br /&gt;
 |5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Three-dimensional Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Toxic Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Traceless Walk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
  ;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
  |Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
  ;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Transmit Damage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Transmit Damage&lt;br /&gt;
  |Cost=1 per level&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept with Killing Hands to channel any physical damage he has taken into an unarmed attack and transmit it into his target. The attack is resolved using the standard rules for unarmed combat. For each box of unresisted physical damage the adept deals to his opponent, remove one box from his Physical Condition Monitor. The maximum number of boxes that can be transferred in this way is equal to the adept’s level in the power. Stun damage cannot be transmitted.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Voice Control&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
  :Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
  ;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Wall Running&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=Single Action Phase&lt;br /&gt;
  |Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
  :Hits indicate meters&lt;br /&gt;
  :Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2518</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2518"/>
		<updated>2016-08-10T03:44:03Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adrenaline Boost&lt;br /&gt;
  |Cost=0.25 pp per level&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Duration=1 Combat Turn&lt;br /&gt;
  |Special=;Initiative Score:+2 Per Level&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Analytics&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Animal Empathy&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Astral Perception&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Attribute Boost (Attribute)&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=2xBoost Hits&lt;br /&gt;
  |Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
  ;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Authoritative Tone&lt;br /&gt;
  |Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserker’s Rage&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Prerequisite=Berserk&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Blind Fighting&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cloak&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Combat Sense&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
  ;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SS&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cool Resolve&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Counterstrike&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Critical Strike (Skill)&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Danger Sense&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Body&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Prerequisite=Elemental Strike&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.&lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Weapon&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Weapon Foci&lt;br /&gt;
  |Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
  :Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
  ;Deactivate Elemental Effect:Free Action&lt;br /&gt;
  ;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Empathic Healing&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=See Text&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.&lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Accuracy (Skill)&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Perception&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
  ;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Facial Sculpt&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Feign Death==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Death&lt;br /&gt;
  |Cost=1 power point&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
Like the Feign Illness power, Feign Death allows the adept to mimic death with enough accuracy to fool observers, biomonitors, and even medkits. The adept can maintain the power for a number of hours equal to her Magic attribute. The adept sets a time limit when she will come out of the comatose state; the only way to wake her up early is to send a message via a Mindlink spell containing a pre-arranged trigger phrase. Physical contact, injury, loud noise, and so on have no effect on the death-mimicking adept. Any attempts to diagnose signs of life must exceed a threshold equal to the adept’s Magic attribute. The adept is unaware of her surroundings while in this state; she doesn’t hear any conversations taking place or see who is coming and going in their surroundings.&lt;br /&gt;
&lt;br /&gt;
==Feign Illness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Illness&lt;br /&gt;
  |Cost=0.5 power points&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Flexibility&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Freefall&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Hang Time&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=See Description&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Ability (Skill)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Skill Rating:+1 Per Level&lt;br /&gt;
  ;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Physical Attribute&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Potential (Limit)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.&lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+IMPROVED REFLEXES TABLE&lt;br /&gt;
  !PP COST!!LEVEL&lt;br /&gt;
 |-&lt;br /&gt;
 |1.5||Level 1&lt;br /&gt;
 |-&lt;br /&gt;
 |2.5||Level 2&lt;br /&gt;
 |-&lt;br /&gt;
 |3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Reflexes&lt;br /&gt;
  |Cost=Variable, see table&lt;br /&gt;
  |Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
  ;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Sense&lt;br /&gt;
  |Cost=0.25 PP each&lt;br /&gt;
  |Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
  :Perception+Intuition(2) Test&lt;br /&gt;
  ;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
  |Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
  ;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Inertia Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Keratin Control&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Killing Hands&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
  ;Judge Intentions:+1 DP to Resist&lt;br /&gt;
  |Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
  ;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics Mastery&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Prerequisite=Kinesics&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Body&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
  ;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
  ;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+LINGUISTICS TABLE&lt;br /&gt;
 !LANGUAGE!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Common (English, Japanese, Spanish)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
 |}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Linguistics&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Living Focus&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Magic Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Melanin Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Metabolic Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Mastery&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Parry&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
  |Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
  ;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+MOTION SENSE TABLE&lt;br /&gt;
 !MOVING THING IS!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than dog/cat||3&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than average metahuman (dwarf)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Average metahuman (human, ork, elf)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Motion Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mystic Armor&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Armor:+1 Per Level&lt;br /&gt;
  ;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Natural Immunity&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Relief&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
  ;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Penetrating Strike&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Plague Cloud&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Draw&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Healing&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
  :+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Riposte&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Skate&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Smashing Blow&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spell Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Claw&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Ram&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Stillness&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Sustenance&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Temperature Tolerance&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).&lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
 !THRESHOLD!!TIME PASSED&lt;br /&gt;
 |-&lt;br /&gt;
 |1||24 hours&lt;br /&gt;
 |-&lt;br /&gt;
 |2||1 week&lt;br /&gt;
 |-&lt;br /&gt;
 |3||1 month&lt;br /&gt;
 |-&lt;br /&gt;
 |4||1 year&lt;br /&gt;
 |-&lt;br /&gt;
 |5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Three-dimensional Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Toxic Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Traceless Walk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
  ;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
  |Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
  ;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Transmit Damage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Transmit Damage&lt;br /&gt;
  |Cost=1 per level&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept with Killing Hands to channel any physical damage he has taken into an unarmed attack and transmit it into his target. The attack is resolved using the standard rules for unarmed combat. For each box of unresisted physical damage the adept deals to his opponent, remove one box from his Physical Condition Monitor. The maximum number of boxes that can be transferred in this way is equal to the adept’s level in the power. Stun damage cannot be transmitted.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Voice Control&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
  :Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
  ;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Wall Running&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=Single Action Phase&lt;br /&gt;
  |Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
  :Hits indicate meters&lt;br /&gt;
  :Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2517</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2517"/>
		<updated>2016-08-10T03:42:26Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 !Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adrenaline Boost&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Analytics&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Animal Empathy&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Astral Perception&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Attribute Boost (Attribute)&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Authoritative Tone&lt;br /&gt;
   |Cost=0.50&lt;br /&gt;
   |CostNote= per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserker's Rage&lt;br /&gt;
   |Prereq=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Blind Fighting&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cloak&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Combat Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Commanding Voice&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cool Resolve&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Counterstrike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Critical Strike (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Danger Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Body&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Prereq=Elemental Strike&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Weapon&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Weapon Foci&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Empathic Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=2 turns per box&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Accuracy (Skill)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Perception&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Facial Sculpt&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Death&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Illness&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Flexibility&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Freefall&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Hang Time&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Ability (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Physical Attribute&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Potential (Limit)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Reflexes&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=+ level (Max 3)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=each&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Inertia Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Keratin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Killing Hands&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics Mastery&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Prereq=Kinesics&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Light Body&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Linguistics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Living Focus&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Magic Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Melanin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Metabolic Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Mastery&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Parry&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Motion Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Mystic Armor&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Natural Immunity&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nerve Strike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nimble Fingers&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Relief&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Penetrating Strike&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 4)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Plague Cloud&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Draw&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Riposte&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Skate&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Smashing Blow&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spell Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Claw&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Ram&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Stillness&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Sustenance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Temperature Tolerance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Three-Dimensional Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Toxic Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Traceless Walk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Transmit Damage&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Prerequisite=Killing Hands&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Voice Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Wall Running&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2516</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2516"/>
		<updated>2016-08-10T03:39:48Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adrenaline Boost&lt;br /&gt;
  |Cost=0.25 pp per level&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Duration=1 Combat Turn&lt;br /&gt;
  |Special=;Initiative Score:+2 Per Level&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Analytics&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Animal Empathy&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Astral Perception&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Attribute Boost (Attribute)&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=2xBoost Hits&lt;br /&gt;
  |Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
  ;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Authoritative Tone&lt;br /&gt;
  |Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserker’s Rage&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Prerequisite=Berserk&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Blind Fighting&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cloak&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Combat Sense&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
  ;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SS&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cool Resolve&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Counterstrike&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Critical Strike (Skill)&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Danger Sense&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Body&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Prerequisite=Elemental Strike&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.&lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Weapon&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Weapon Foci&lt;br /&gt;
  |Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
  :Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
  ;Deactivate Elemental Effect:Free Action&lt;br /&gt;
  ;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Empathic Healing&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=See Text&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.&lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Accuracy (Skill)&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Perception&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
  ;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Facial Sculpt&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Feign Death==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Death&lt;br /&gt;
  |Cost=1 power point&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
Like the Feign Illness power, Feign Death allows the adept to mimic death with enough accuracy to fool observers, biomonitors, and even medkits. The adept can maintain the power for a number of hours equal to her Magic attribute. The adept sets a time limit when she will come out of the comatose state; the only way to wake her up early is to send a message via a Mindlink spell containing a pre-arranged trigger phrase. Physical contact, injury, loud noise, and so on have no effect on the death-mimicking adept. Any attempts to diagnose signs of life must exceed a threshold equal to the adept’s Magic attribute. The adept is unaware of her surroundings while in this state; she doesn’t hear any conversations taking place or see who is coming and going in their surroundings.&lt;br /&gt;
&lt;br /&gt;
==Feign Illness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Illness&lt;br /&gt;
  |Cost=0.5 power points&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Flexibility&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Freefall&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Hang Time&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=See Description&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Ability (Skill)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Skill Rating:+1 Per Level&lt;br /&gt;
  ;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Physical Attribute&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Potential (Limit)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.&lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+IMPROVED REFLEXES TABLE&lt;br /&gt;
  !PP COST!!LEVEL&lt;br /&gt;
 |-&lt;br /&gt;
 |1.5||Level 1&lt;br /&gt;
 |-&lt;br /&gt;
 |2.5||Level 2&lt;br /&gt;
 |-&lt;br /&gt;
 |3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Reflexes&lt;br /&gt;
  |Cost=Variable, see table&lt;br /&gt;
  |Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
  ;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Sense&lt;br /&gt;
  |Cost=0.25 PP each&lt;br /&gt;
  |Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
  :Perception+Intuition(2) Test&lt;br /&gt;
  ;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
  |Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
  ;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Inertia Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Keratin Control&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Killing Hands&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
  ;Judge Intentions:+1 DP to Resist&lt;br /&gt;
  |Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
  ;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics Mastery&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Prerequisite=Kinesics&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Living Focus&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Body&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
  ;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
  ;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+LINGUISTICS TABLE&lt;br /&gt;
 !LANGUAGE!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Common (English, Japanese, Spanish)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
 |}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Linguistics&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Magic Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Melanin Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Metabolic Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Mastery&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Parry&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
  |Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
  ;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+MOTION SENSE TABLE&lt;br /&gt;
 !MOVING THING IS!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than dog/cat||3&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than average metahuman (dwarf)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Average metahuman (human, ork, elf)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Motion Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mystic Armor&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Armor:+1 Per Level&lt;br /&gt;
  ;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Natural Immunity&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Relief&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
  ;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Penetrating Strike&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Plague Cloud&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Draw&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Healing&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
  :+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Riposte&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Skate&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Smashing Blow&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spell Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Claw&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Ram&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Stillness&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Sustenance&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Temperature Tolerance&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).&lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
 !THRESHOLD!!TIME PASSED&lt;br /&gt;
 |-&lt;br /&gt;
 |1||24 hours&lt;br /&gt;
 |-&lt;br /&gt;
 |2||1 week&lt;br /&gt;
 |-&lt;br /&gt;
 |3||1 month&lt;br /&gt;
 |-&lt;br /&gt;
 |4||1 year&lt;br /&gt;
 |-&lt;br /&gt;
 |5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Three-dimensional Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Toxic Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Traceless Walk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
  ;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
  |Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
  ;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Transmit Damage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Transmit Damage&lt;br /&gt;
  |Cost=1 per level&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept with Killing Hands to channel any physical damage he has taken into an unarmed attack and transmit it into his target. The attack is resolved using the standard rules for unarmed combat. For each box of unresisted physical damage the adept deals to his opponent, remove one box from his Physical Condition Monitor. The maximum number of boxes that can be transferred in this way is equal to the adept’s level in the power. Stun damage cannot be transmitted.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Voice Control&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
  :Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
  ;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Wall Running&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=Single Action Phase&lt;br /&gt;
  |Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
  :Hits indicate meters&lt;br /&gt;
  :Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2515</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2515"/>
		<updated>2016-08-10T03:39:13Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adrenaline Boost&lt;br /&gt;
  |Cost=0.25 pp per level&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Duration=1 Combat Turn&lt;br /&gt;
  |Special=;Initiative Score:+2 Per Level&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Analytics&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Animal Empathy&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Astral Perception&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Attribute Boost (Attribute)&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=2xBoost Hits&lt;br /&gt;
  |Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
  ;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Authoritative Tone&lt;br /&gt;
  |Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserker’s Rage&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Prerequisite=Berserk&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Blind Fighting&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cloak&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Combat Sense&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
  ;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SS&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cool Resolve&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Counterstrike&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Critical Strike (Skill)&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Danger Sense&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Body&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Prerequisite=Elemental Strike&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.&lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Weapon&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Weapon Foci&lt;br /&gt;
  |Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
  :Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
  ;Deactivate Elemental Effect:Free Action&lt;br /&gt;
  ;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Empathic Healing&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=See Text&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.&lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Perception&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
  ;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Accuracy (Skill)&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Facial Sculpt&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Feign Death==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Death&lt;br /&gt;
  |Cost=1 power point&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
Like the Feign Illness power, Feign Death allows the adept to mimic death with enough accuracy to fool observers, biomonitors, and even medkits. The adept can maintain the power for a number of hours equal to her Magic attribute. The adept sets a time limit when she will come out of the comatose state; the only way to wake her up early is to send a message via a Mindlink spell containing a pre-arranged trigger phrase. Physical contact, injury, loud noise, and so on have no effect on the death-mimicking adept. Any attempts to diagnose signs of life must exceed a threshold equal to the adept’s Magic attribute. The adept is unaware of her surroundings while in this state; she doesn’t hear any conversations taking place or see who is coming and going in their surroundings.&lt;br /&gt;
&lt;br /&gt;
==Feign Illness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Illness&lt;br /&gt;
  |Cost=0.5 power points&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Flexibility&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Freefall&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Hang Time&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=See Description&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Ability (Skill)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Skill Rating:+1 Per Level&lt;br /&gt;
  ;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Physical Attribute&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Potential (Limit)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.&lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+IMPROVED REFLEXES TABLE&lt;br /&gt;
  !PP COST!!LEVEL&lt;br /&gt;
 |-&lt;br /&gt;
 |1.5||Level 1&lt;br /&gt;
 |-&lt;br /&gt;
 |2.5||Level 2&lt;br /&gt;
 |-&lt;br /&gt;
 |3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Reflexes&lt;br /&gt;
  |Cost=Variable, see table&lt;br /&gt;
  |Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
  ;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Sense&lt;br /&gt;
  |Cost=0.25 PP each&lt;br /&gt;
  |Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
  :Perception+Intuition(2) Test&lt;br /&gt;
  ;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
  |Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
  ;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Inertia Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Keratin Control&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Killing Hands&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
  ;Judge Intentions:+1 DP to Resist&lt;br /&gt;
  |Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
  ;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics Mastery&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Prerequisite=Kinesics&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Living Focus&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Body&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
  ;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
  ;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+LINGUISTICS TABLE&lt;br /&gt;
 !LANGUAGE!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Common (English, Japanese, Spanish)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
 |}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Linguistics&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Magic Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Melanin Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Metabolic Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Mastery&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Parry&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
  |Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
  ;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+MOTION SENSE TABLE&lt;br /&gt;
 !MOVING THING IS!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than dog/cat||3&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than average metahuman (dwarf)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Average metahuman (human, ork, elf)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Motion Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mystic Armor&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Armor:+1 Per Level&lt;br /&gt;
  ;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Natural Immunity&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Relief&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
  ;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Penetrating Strike&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Plague Cloud&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Draw&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Healing&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
  :+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Riposte&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Skate&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Smashing Blow&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spell Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Claw&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Ram&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Stillness&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Sustenance&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Temperature Tolerance&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).&lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
 !THRESHOLD!!TIME PASSED&lt;br /&gt;
 |-&lt;br /&gt;
 |1||24 hours&lt;br /&gt;
 |-&lt;br /&gt;
 |2||1 week&lt;br /&gt;
 |-&lt;br /&gt;
 |3||1 month&lt;br /&gt;
 |-&lt;br /&gt;
 |4||1 year&lt;br /&gt;
 |-&lt;br /&gt;
 |5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Three-dimensional Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Toxic Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Traceless Walk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
  ;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
  |Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
  ;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Transmit Damage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Transmit Damage&lt;br /&gt;
  |Cost=1 per level&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept with Killing Hands to channel any physical damage he has taken into an unarmed attack and transmit it into his target. The attack is resolved using the standard rules for unarmed combat. For each box of unresisted physical damage the adept deals to his opponent, remove one box from his Physical Condition Monitor. The maximum number of boxes that can be transferred in this way is equal to the adept’s level in the power. Stun damage cannot be transmitted.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Voice Control&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
  :Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
  ;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Wall Running&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=Single Action Phase&lt;br /&gt;
  |Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
  :Hits indicate meters&lt;br /&gt;
  :Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2514</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2514"/>
		<updated>2016-08-10T03:37:22Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 !Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adrenaline Boost&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Analytics&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Animal Empathy&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Astral Perception&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Attribute Boost (Attribute)&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserker's Rage&lt;br /&gt;
   |Prereq=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Blind Fighting&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cloak&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Combat Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Commanding Voice&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cool Resolve&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Counterstrike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Critical Strike (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Danger Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Body&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Prereq=Elemental Strike&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Weapon&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Weapon Foci&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Empathic Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=2 turns per box&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Accuracy (Skill)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Perception&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Facial Sculpt&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Death&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Illness&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Flexibility&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Freefall&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Hang Time&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Ability (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Physical Attribute&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Potential (Limit)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Reflexes&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=+ level (Max 3)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=each&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Inertia Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Keratin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Killing Hands&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics Mastery&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Prereq=Kinesics&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Light Body&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Linguistics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Living Focus&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Magic Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Melanin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Metabolic Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Mastery&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Parry&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Motion Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Mystic Armor&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Natural Immunity&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nerve Strike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nimble Fingers&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Relief&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Penetrating Strike&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 4)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Plague Cloud&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Draw&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Riposte&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Skate&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Smashing Blow&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spell Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Claw&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Ram&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Stillness&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Sustenance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Temperature Tolerance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Three-Dimensional Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Toxic Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Traceless Walk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Transmit Damage&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Prerequisite=Killing Hands&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Voice Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Wall Running&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2513</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2513"/>
		<updated>2016-08-10T03:36:20Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 !Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adrenaline Boost&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Analytics&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Animal Empathy&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Astral Perception&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Attribute Boost (Attribute)&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserker's Rage&lt;br /&gt;
   |Prereq=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Blind Fighting&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cloak&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cool Resolve&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Combat Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Commanding Voice&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Counterstrike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Critical Strike (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Danger Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Body&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Prereq=Elemental Strike&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Weapon&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Weapon Foci&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Empathic Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=2 turns per box&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Accuracy (Skill)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Perception&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Facial Sculpt&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Death&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Illness&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Flexibility&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Freefall&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Hang Time&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Ability (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Physical Attribute&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Potential (Limit)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Reflexes&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=+ level (Max 3)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=each&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Inertia Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Keratin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Killing Hands&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics Mastery&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Prereq=Kinesics&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Light Body&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Linguistics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Living Focus&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Magic Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Melanin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Metabolic Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Mastery&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Parry&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Motion Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Mystic Armor&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Natural Immunity&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nerve Strike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nimble Fingers&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Relief&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Penetrating Strike&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 4)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Plague Cloud&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Draw&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Riposte&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Skate&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Smashing Blow&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spell Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Claw&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Ram&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Stillness&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Sustenance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Temperature Tolerance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Three-Dimensional Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Toxic Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Traceless Walk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Transmit Damage&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Prerequisite=Killing Hands&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Voice Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Wall Running&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2512</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2512"/>
		<updated>2016-08-10T03:35:50Z</updated>

		<summary type="html">&lt;p&gt;Apathy: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 !Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adrenaline Boost&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Analytics&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Animal Empathy&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Astral Perception&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Attribute Boost (Attribute)&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserker's Rage&lt;br /&gt;
   |Prereq=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Blind Fighting&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cloak&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cool Resolve&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Combat Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Commanding Voice&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Counterstrike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Critical Strike (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Danger Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Body&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Prereq=Elemental Strike&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Weapon&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Weapon Foci&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Empathic Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=2 turns per box&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Perception&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Accuracy (Skill)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Facial Sculpt&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Death&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Feign Illness&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Flexibility&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Freefall&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Hang Time&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Ability (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Physical Attribute&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Potential (Limit)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Reflexes&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=+ level (Max 3)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=each&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Inertia Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Keratin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Killing Hands&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics Mastery&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Prereq=Kinesics&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Light Body&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Linguistics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Living Focus&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Magic Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Melanin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Metabolic Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Mastery&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Parry&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Motion Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Mystic Armor&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Natural Immunity&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nerve Strike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nimble Fingers&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Relief&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Penetrating Strike&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 4)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Plague Cloud&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Draw&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Riposte&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Skate&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Smashing Blow&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spell Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Claw&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Ram&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Stillness&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Sustenance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Temperature Tolerance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Three-Dimensional Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Toxic Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Traceless Walk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Transmit Damage&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Prerequisite=Killing Hands&lt;br /&gt;
   |Source=SR5:BB&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Voice Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Wall Running&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2511</id>
		<title>SR5:Adept Powers List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers_List&amp;diff=2511"/>
		<updated>2016-08-10T03:31:04Z</updated>

		<summary type="html">&lt;p&gt;Apathy: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
If you're an adept, you get a free Power Point whenever you increase your Magic attribute (though this doesn't apply to mystic adepts). You can also gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
 !Power!!Prerequisite!!Activation!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Adrenaline Boost&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Analytics&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Animal Empathy&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Astral Perception&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Attribute Boost (Attribute)&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Berserker's Rage&lt;br /&gt;
   |Prereq=Berserk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Blind Fighting&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cloak&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Cool Resolve&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Combat Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Commanding Voice&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Counterstrike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Critical Strike (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Danger Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Body&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |Prereq=Elemental Strike&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Elemental Weapon&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Weapon Foci&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Empathic Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=2 turns per box&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Perception&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Enhanced Accuracy (Skill)&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Facial Sculpt&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Complex Action&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Flexibility&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Freefall&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Hang Time&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Ability (Skill)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Physical Attribute&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Potential (Limit)&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Reflexes&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=+ level (Max 3)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Improved Sense&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=each&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Inertia Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Keratin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Killing Hands&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Kinesics Mastery&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Prereq=Kinesics&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Light Body&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Linguistics&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Living Focus&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Magic Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Melanin Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Metabolic Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Mastery&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Missile Parry&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Motion Sense&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Mystic Armor&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Natural Immunity&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nerve Strike&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Nimble Fingers&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Relief&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Pain Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Penetrating Strike&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 4)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Plague Cloud&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Draw&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Rapid Healing&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Riposte&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Activation=Interrupt (-5 Initiative)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Skate&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Smashing Blow&lt;br /&gt;
   |Cost=1&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spell Resistance&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Claw&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Activation=Free Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Spirit Ram&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Stillness&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level (Max 3)&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Sustenance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Temperature Tolerance&lt;br /&gt;
   |Cost=0.25&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Three-Dimensional Memory&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Toxic Strike&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
   |Prereq=Killing Hands&lt;br /&gt;
   |Source=SR5:SG&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Traceless Walk&lt;br /&gt;
   |Cost=1&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Voice Control&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |CostNote=per level&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
 {{SR5:Adept Power Row&lt;br /&gt;
   |Power=Wall Running&lt;br /&gt;
   |Cost=0.5&lt;br /&gt;
   |Activation=Simple Action&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2510</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2510"/>
		<updated>2016-08-10T03:21:40Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adrenaline Boost&lt;br /&gt;
  |Cost=0.25 pp per level&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Duration=1 Combat Turn&lt;br /&gt;
  |Special=;Initiative Score:+2 Per Level&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Analytics&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Animal Empathy&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Astral Perception&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Attribute Boost (Attribute)&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=2xBoost Hits&lt;br /&gt;
  |Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
  ;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Authoritative Tone&lt;br /&gt;
  |Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserker’s Rage&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Prerequisite=Berserk&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Blind Fighting&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cloak&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cool Resolve&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Combat Sense&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
  ;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SS&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Counterstrike&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Critical Strike (Skill)&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Danger Sense&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Body&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Prerequisite=Elemental Strike&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.&lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Weapon&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Weapon Foci&lt;br /&gt;
  |Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
  :Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
  ;Deactivate Elemental Effect:Free Action&lt;br /&gt;
  ;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Empathic Healing&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=See Text&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.&lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Perception&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
  ;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Accuracy (Skill)&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Facial Sculpt&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Feign Death==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Death&lt;br /&gt;
  |Cost=1 power point&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
Like the Feign Illness power, Feign Death allows the adept to mimic death with enough accuracy to fool observers, biomonitors, and even medkits. The adept can maintain the power for a number of hours equal to her Magic attribute. The adept sets a time limit when she will come out of the comatose state; the only way to wake her up early is to send a message via a Mindlink spell containing a pre-arranged trigger phrase. Physical contact, injury, loud noise, and so on have no effect on the death-mimicking adept. Any attempts to diagnose signs of life must exceed a threshold equal to the adept’s Magic attribute. The adept is unaware of her surroundings while in this state; she doesn’t hear any conversations taking place or see who is coming and going in their surroundings.&lt;br /&gt;
&lt;br /&gt;
==Feign Illness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Feign Illness&lt;br /&gt;
  |Cost=0.5 power points&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Flexibility&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Freefall&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Hang Time&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=See Description&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Ability (Skill)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Skill Rating:+1 Per Level&lt;br /&gt;
  ;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Physical Attribute&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Potential (Limit)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.&lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+IMPROVED REFLEXES TABLE&lt;br /&gt;
  !PP COST!!LEVEL&lt;br /&gt;
 |-&lt;br /&gt;
 |1.5||Level 1&lt;br /&gt;
 |-&lt;br /&gt;
 |2.5||Level 2&lt;br /&gt;
 |-&lt;br /&gt;
 |3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Reflexes&lt;br /&gt;
  |Cost=Variable, see table&lt;br /&gt;
  |Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
  ;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Sense&lt;br /&gt;
  |Cost=0.25 PP each&lt;br /&gt;
  |Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
  :Perception+Intuition(2) Test&lt;br /&gt;
  ;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
  |Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
  ;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Inertia Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Keratin Control&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Killing Hands&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
  ;Judge Intentions:+1 DP to Resist&lt;br /&gt;
  |Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
  ;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics Mastery&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Prerequisite=Kinesics&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Living Focus&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Body&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
  ;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
  ;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+LINGUISTICS TABLE&lt;br /&gt;
 !LANGUAGE!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Common (English, Japanese, Spanish)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
 |}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Linguistics&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Magic Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Melanin Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Metabolic Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Mastery&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Parry&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
  |Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
  ;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+MOTION SENSE TABLE&lt;br /&gt;
 !MOVING THING IS!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than dog/cat||3&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than average metahuman (dwarf)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Average metahuman (human, ork, elf)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Motion Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mystic Armor&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Armor:+1 Per Level&lt;br /&gt;
  ;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Natural Immunity&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Relief&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
  ;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Penetrating Strike&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Plague Cloud&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Draw&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Healing&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
  :+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Riposte&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Skate&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Smashing Blow&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spell Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Claw&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Ram&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Stillness&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Sustenance&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Temperature Tolerance&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).&lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
 !THRESHOLD!!TIME PASSED&lt;br /&gt;
 |-&lt;br /&gt;
 |1||24 hours&lt;br /&gt;
 |-&lt;br /&gt;
 |2||1 week&lt;br /&gt;
 |-&lt;br /&gt;
 |3||1 month&lt;br /&gt;
 |-&lt;br /&gt;
 |4||1 year&lt;br /&gt;
 |-&lt;br /&gt;
 |5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Three-dimensional Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Toxic Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Traceless Walk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
  ;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
  |Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
  ;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Transmit Damage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Transmit Damage&lt;br /&gt;
  |Cost=1 per level&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:BB&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept with Killing Hands to channel any physical damage he has taken into an unarmed attack and transmit it into his target. The attack is resolved using the standard rules for unarmed combat. For each box of unresisted physical damage the adept deals to his opponent, remove one box from his Physical Condition Monitor. The maximum number of boxes that can be transferred in this way is equal to the adept’s level in the power. Stun damage cannot be transmitted.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Voice Control&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
  :Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
  ;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Wall Running&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=Single Action Phase&lt;br /&gt;
  |Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
  :Hits indicate meters&lt;br /&gt;
  :Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2509</id>
		<title>SR5:Adept Powers</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Adept_Powers&amp;diff=2509"/>
		<updated>2016-08-10T03:14:39Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:Magic List Navigation}}&lt;br /&gt;
Some powers are activated, and some are intrinsic. Adept powers that need to be activated before they have any effect have an activation cost listed in the power’s description (usually an action of some sort). When a power doesn’t list an activation cost, their effect is intrinsic—you don’t have to take any action to gain the benefit of the power.&lt;br /&gt;
;Adept Drain:Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Adrenaline Boost&lt;br /&gt;
  |Cost=0.25 pp per level&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Duration=1 Combat Turn&lt;br /&gt;
  |Special=;Initiative Score:+2 Per Level&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.&lt;br /&gt;
&lt;br /&gt;
==Analytics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Analytics&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For ever y level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, obser vation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)&lt;br /&gt;
&lt;br /&gt;
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
==Animal Empathy==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Animal Empathy&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.&lt;br /&gt;
&lt;br /&gt;
==Astral Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Astral Perception&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception (p. 312).&lt;br /&gt;
&lt;br /&gt;
==Attribute Boost (Attribute)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Attribute Boost (Attribute)&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=2xBoost Hits&lt;br /&gt;
  |Special=;Boost Attribute:Magic + Level Test&lt;br /&gt;
  ;Limitation:Only affects Dice Pools (Not Limits or Initiatives)&lt;br /&gt;
  ;After Duration:Drain Per Level&lt;br /&gt;
}}&lt;br /&gt;
You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.&lt;br /&gt;
&lt;br /&gt;
When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.&lt;br /&gt;
&lt;br /&gt;
==Authoritative Tone==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Authoritative Tone&lt;br /&gt;
  |Cost=0.50 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).&lt;br /&gt;
&lt;br /&gt;
==Berserk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).&lt;br /&gt;
&lt;br /&gt;
==Berserker's Rage==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Berserker’s Rage&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Prerequisite=Berserk&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.&lt;br /&gt;
&lt;br /&gt;
==Blind Fighting==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Blind Fighting&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2 (p. 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cloak&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.&lt;br /&gt;
&lt;br /&gt;
==Cool Resolve==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Cool Resolve&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.&lt;br /&gt;
&lt;br /&gt;
==Combat Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Combat Sense&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Defense:+1 DP Per Level against Ranged and Melee Attacks&lt;br /&gt;
  ;Surprise Attacks:Perception Test before being attacked&lt;br /&gt;
}}&lt;br /&gt;
Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.&lt;br /&gt;
&lt;br /&gt;
==Commanding Voice==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Commanding Voice&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SS&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the adept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within reason and depending on the situation. A subject won’t normally harm himself for example, but he may be persuaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate secretary to give up some dirt on her boss.&lt;br /&gt;
&lt;br /&gt;
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.&lt;br /&gt;
&lt;br /&gt;
==Counterstrike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Counterstrike&lt;br /&gt;
  |Cost=1.0 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 From Initiative Score)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques (p. 124 and 139, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Critical Strike (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Critical Strike (Skill)&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Special=;Melee Skill:+1 DV when using that skill&lt;br /&gt;
}}&lt;br /&gt;
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Danger Sense&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Surprise Attacks:+1 DP per Level on Surprise Tests&lt;br /&gt;
}}&lt;br /&gt;
You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.&lt;br /&gt;
&lt;br /&gt;
==Elemental Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Body&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Prerequisite=Elemental Strike&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.&lt;br /&gt;
&lt;br /&gt;
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.&lt;br /&gt;
&lt;br /&gt;
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Elemental Weapon==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Elemental Weapon&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Weapon Foci&lt;br /&gt;
  |Special=;Channel Elemental Effect:Simple Action (Ready Weapon)&lt;br /&gt;
  :Lasts (Magic) Combat Turns or Unconscious&lt;br /&gt;
  ;Deactivate Elemental Effect:Free Action&lt;br /&gt;
  ;Limitation:Purchase once per Elemental Effect&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept ’s Accuracy or skills related to foci.&lt;br /&gt;
&lt;br /&gt;
==Empathic Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Empathic Healing&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=See Text&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.&lt;br /&gt;
&lt;br /&gt;
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Perception==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Perception&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Perception Tests:+1 DP Per Level&lt;br /&gt;
  ;Assensing Tests:+1 DP Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Accuracy (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Enhanced Accuracy (Skill)&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Special=;Weapon Skill:+1 Accuracy when using Skill&lt;br /&gt;
}}&lt;br /&gt;
A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.&lt;br /&gt;
&lt;br /&gt;
==Facial Sculpt==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Facial Sculpt&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=Complex Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.&lt;br /&gt;
&lt;br /&gt;
==Flexibility==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Flexibility&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.&lt;br /&gt;
&lt;br /&gt;
==Freefall==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Freefall&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.&lt;br /&gt;
&lt;br /&gt;
==Hang Time==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Hang Time&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Activation=See Description&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.&lt;br /&gt;
&lt;br /&gt;
==Improved Ability (Skill)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Ability (Skill)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Skill Rating:+1 Per Level&lt;br /&gt;
  ;Max Improvement:1.5 x Current Skill Level (Round Up)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).&lt;br /&gt;
&lt;br /&gt;
==Improved Physical Attribute==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Physical Attribute&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.&lt;br /&gt;
&lt;br /&gt;
==Improved Potential (Limit)==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Potential (Limit)&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.&lt;br /&gt;
&lt;br /&gt;
==Improved Reflexes==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+IMPROVED REFLEXES TABLE&lt;br /&gt;
  !PP COST!!LEVEL&lt;br /&gt;
 |-&lt;br /&gt;
 |1.5||Level 1&lt;br /&gt;
 |-&lt;br /&gt;
 |2.5||Level 2&lt;br /&gt;
 |-&lt;br /&gt;
 |3.5||Level 3&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Reflexes&lt;br /&gt;
  |Cost=Variable, see table&lt;br /&gt;
  |Special=;Reaction Increase:+1 Per Level&lt;br /&gt;
  ;Initiative:+1D6 Per Level (Max 5D6)&lt;br /&gt;
}}&lt;br /&gt;
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.&lt;br /&gt;
&lt;br /&gt;
==Improved Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Improved Sense&lt;br /&gt;
  |Cost=0.25 PP each&lt;br /&gt;
  |Special=;Direction Sense:+2 Navigational Skill&lt;br /&gt;
  :Perception+Intuition(2) Test&lt;br /&gt;
  ;Improved Tactile:+2 Dice to Tactile Perception Tests&lt;br /&gt;
  |Other Special=;Perfect Pitch:Perception+Intuition(2) Test&lt;br /&gt;
  ;Human Scale:Perception+Intuition(2) Test&lt;br /&gt;
}}&lt;br /&gt;
This power gives you sensory improvements not normally possessed by your character ’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).&lt;br /&gt;
&lt;br /&gt;
In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:&lt;br /&gt;
&lt;br /&gt;
;Direction Sense:Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.&lt;br /&gt;
&lt;br /&gt;
;Improved Tactile:The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.&lt;br /&gt;
&lt;br /&gt;
;Perfect Pitch:With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.&lt;br /&gt;
&lt;br /&gt;
;Human Scale:With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcano-archaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.&lt;br /&gt;
&lt;br /&gt;
==Inertia Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Inertia Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Damage Value solely to determine if a knockdown occurs (p.194, SR5) Inetia Strike does not change the actual Damage Value of the attack. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Imposing Stone Martial Arts Technique (p. 138, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Keratin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Keratin Control&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
The adept has the the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.&lt;br /&gt;
&lt;br /&gt;
==Killing Hands==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Killing Hands&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Special=;Unarmed Attacks:Choose between Stun or Physical Damage&lt;br /&gt;
}}&lt;br /&gt;
This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.&lt;br /&gt;
&lt;br /&gt;
==Kinesics==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Social Tests:+1 DP to Resist&lt;br /&gt;
  ;Judge Intentions:+1 DP to Resist&lt;br /&gt;
  |Other Special=;Assensing:+1 DP to Resist&lt;br /&gt;
  ;Truthfulness Test:+1 DP to Resist&lt;br /&gt;
}}&lt;br /&gt;
Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.&lt;br /&gt;
&lt;br /&gt;
==Kinesics Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Kinesics Mastery&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Prerequisite=Kinesics&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An advanced version of Kinesics (p. 310, SR5), this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.&lt;br /&gt;
&lt;br /&gt;
==Living Focus==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Living Focus&lt;br /&gt;
  |Cost=1 PP per level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a –2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is  handled with Dispelling (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Light Body==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Light Body&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Jump Distance:+1 DP Per Level to Agility when Jumping&lt;br /&gt;
  ;Gymanstics Test:+1 DP Per Level when Jumping&lt;br /&gt;
  ;Falling Damage:Reduce Distance by 1 Meter Per Level&lt;br /&gt;
}}&lt;br /&gt;
Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.&lt;br /&gt;
&lt;br /&gt;
==Linguistics==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+LINGUISTICS TABLE&lt;br /&gt;
 !LANGUAGE!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Common (English, Japanese, Spanish)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Uncommon (Latin, Or’zet, Sperethiel)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Obscure (Aramaic, Lapp, Berber)||3&lt;br /&gt;
 |}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Linguistics&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.&lt;br /&gt;
&lt;br /&gt;
==Magic Sense==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Magic Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.&lt;br /&gt;
&lt;br /&gt;
==Melanin Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Melanin Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.&lt;br /&gt;
&lt;br /&gt;
==Metabolic Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Metabolic Control&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.&lt;br /&gt;
&lt;br /&gt;
==Missile Mastery==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Mastery&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.&lt;br /&gt;
&lt;br /&gt;
==Missile Parry==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Missile Parry&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Activation=Interrupt Action (–5 from Initiative Score)&lt;br /&gt;
  |Special=;Ranged Attacks:+1 DP to Defense&lt;br /&gt;
  ;Limitation:Requires 1 Free Hand&lt;br /&gt;
}}&lt;br /&gt;
You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.&lt;br /&gt;
&lt;br /&gt;
==Motion Sense==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+MOTION SENSE TABLE&lt;br /&gt;
 !MOVING THING IS!!THRESHOLD&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than dog/cat||3&lt;br /&gt;
 |-&lt;br /&gt;
 |Smaller than average metahuman (dwarf)||2&lt;br /&gt;
 |-&lt;br /&gt;
 |Average metahuman (human, ork, elf)||1&lt;br /&gt;
 |-&lt;br /&gt;
 |Larger than average (troll)||Automatic success&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Motion Sense&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.&lt;br /&gt;
&lt;br /&gt;
To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.&lt;br /&gt;
&lt;br /&gt;
==Mystic Armor==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Mystic Armor&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Armor:+1 Per Level&lt;br /&gt;
  ;Astral Combat:+1 Armor Per Level&lt;br /&gt;
}}&lt;br /&gt;
This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.&lt;br /&gt;
&lt;br /&gt;
==Natural Immunity==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Natural Immunity&lt;br /&gt;
  |Cost=0.25 PP per level&lt;br /&gt;
  |Special=;Toxins and Disease:+1 DP to Resistance Tests&lt;br /&gt;
}}&lt;br /&gt;
Add +1 die per level to your tests to resist toxins and disease.&lt;br /&gt;
&lt;br /&gt;
==Nerve Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nerve Strike&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his intention to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.&lt;br /&gt;
&lt;br /&gt;
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.&lt;br /&gt;
&lt;br /&gt;
==Nimble Fingers==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Nimble Fingers&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.&lt;br /&gt;
&lt;br /&gt;
==Pain Relief==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Relief&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.&lt;br /&gt;
&lt;br /&gt;
==Pain Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Pain Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Condition Monitor:Shift Wound Modifiers down one box Per Level&lt;br /&gt;
  ;Withstand Suffering:+2 DP Per Level to resist pain from torture, magic, illness, etc.&lt;br /&gt;
}}&lt;br /&gt;
Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the –1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Penetrating Strike&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 4)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.&lt;br /&gt;
&lt;br /&gt;
==Plague Cloud==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Plague Cloud&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).&lt;br /&gt;
&lt;br /&gt;
==Rapid Draw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Draw&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.&lt;br /&gt;
&lt;br /&gt;
==Rapid Healing==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Rapid Healing&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Healing Tests:+1 DP Per Level to Body&lt;br /&gt;
  :+1 DP Per Level to magical and mundane healing tests&lt;br /&gt;
}}&lt;br /&gt;
You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Riposte&lt;br /&gt;
  |Cost=0.5 PP Per Level&lt;br /&gt;
  |Activation=Interrupt Action (–5 FROM INITIATIVE SCORE)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques (p. 125 and 141, Run &amp;amp; Gun).&lt;br /&gt;
&lt;br /&gt;
==Skate==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Skate&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.&lt;br /&gt;
&lt;br /&gt;
==Smashing Blow==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Smashing Blow&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.&lt;br /&gt;
&lt;br /&gt;
==Spell Resistance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spell Resistance&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Resistance:+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers&lt;br /&gt;
}}&lt;br /&gt;
You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.&lt;br /&gt;
&lt;br /&gt;
==Spirit Claw==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Claw&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Activation=Free Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire—clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.&lt;br /&gt;
&lt;br /&gt;
==Spirit Ram==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Spirit Ram&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Magic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.&lt;br /&gt;
&lt;br /&gt;
==Stillness==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Stillness&lt;br /&gt;
  |Cost=0.25 PP Per Level (MAX 3)&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.&lt;br /&gt;
&lt;br /&gt;
==Sustenance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Sustenance&lt;br /&gt;
  |Cost=0.25 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).&lt;br /&gt;
&lt;br /&gt;
==Temperature Tolerance==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Temperature Tolerance&lt;br /&gt;
  |Cost=0.25 PP Per Level&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).&lt;br /&gt;
&lt;br /&gt;
==Three-Dimensional Memory==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
 |+THREE DIMENSIONAL MEMORY TABLE&lt;br /&gt;
 !THRESHOLD!!TIME PASSED&lt;br /&gt;
 |-&lt;br /&gt;
 |1||24 hours&lt;br /&gt;
 |-&lt;br /&gt;
 |2||1 week&lt;br /&gt;
 |-&lt;br /&gt;
 |3||1 month&lt;br /&gt;
 |-&lt;br /&gt;
 |4||1 year&lt;br /&gt;
 |-&lt;br /&gt;
 |5||Over a year&lt;br /&gt;
|}&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Three-dimensional Memory&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.&lt;br /&gt;
&lt;br /&gt;
To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.&lt;br /&gt;
&lt;br /&gt;
==Toxic Strike==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Toxic Strike&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Prerequisite=Killing Hands&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.&lt;br /&gt;
&lt;br /&gt;
==Traceless Walk==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Traceless Walk&lt;br /&gt;
  |Cost=1 PP&lt;br /&gt;
  |Special=;Enemy Perception Tests:-4 DP to hear&lt;br /&gt;
  ;Enemy Tracking Tests:-2 DP to track&lt;br /&gt;
  |Other Special=;Deep Snow:Walk across without sinking&lt;br /&gt;
  ;Sensors:Do not activate vibration or pressure sensors&lt;br /&gt;
}}&lt;br /&gt;
You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a –4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a –2 dice pool penalty.&lt;br /&gt;
&lt;br /&gt;
==Voice Control==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Voice Control&lt;br /&gt;
  |Cost=0.5 PP per level&lt;br /&gt;
  |Special=;Fool Voice Recognition:Impersonation+Charisma+Level[Mental] vs 2xRating&lt;br /&gt;
  :Impersonation+Charisma+Level[Mental] vs Perception+Intuition&lt;br /&gt;
  ;Social Limit:+1 Per Level&lt;br /&gt;
}}&lt;br /&gt;
You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.&lt;br /&gt;
&lt;br /&gt;
You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.&lt;br /&gt;
&lt;br /&gt;
==Wall Running==&lt;br /&gt;
{{SR5:Adept Powers&lt;br /&gt;
  |Name=Wall Running&lt;br /&gt;
  |Cost=0.5 PP&lt;br /&gt;
  |Activation=Simple Action&lt;br /&gt;
  |Duration=Single Action Phase&lt;br /&gt;
  |Special=;Run up Walls:Running+Strength[Magic]&lt;br /&gt;
  :Hits indicate meters&lt;br /&gt;
  :Can combine with Sprint Action&lt;br /&gt;
}}&lt;br /&gt;
You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action (p. 162). At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Mentor_Spirits&amp;diff=2508</id>
		<title>SR5:Mentor Spirits</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Mentor_Spirits&amp;diff=2508"/>
		<updated>2016-08-10T02:49:11Z</updated>

		<summary type="html">&lt;p&gt;Apathy: /* Adversary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
In the search for magical enlightenment, affiliation, or purpose, many Awakened individuals are drawn toward certain animals, mythological figures, or concepts. This may be an idol they grew up with, a tribal totem, or something they look up to achieve in their life. It could also relate to their religious or magical beliefs. So strong are the feelings for this person or idea that once the individual Awakens, the idea takes a life on its own. It becomes what is known as a mentor spirit.&lt;br /&gt;
&lt;br /&gt;
This mentor spirit is much like other spirits in that it has its own personality, but it’s not a spirit in the summon-and-banish sense of the term. It can be seen and heard by those it chooses, and even physically interact with its followers. Your mentor spirit can have significant influence over you, giving you benefits when you remain true or punishing you if you go astray (usually with temporary reductions to your Magic rating).&lt;br /&gt;
&lt;br /&gt;
Magical mentorship can come in different forms. Often you have your own link to your mentor spirit, but an Awakened guild or society can become linked to a mentor spirit as a group.&lt;br /&gt;
&lt;br /&gt;
There is no real understanding of the nature of mentor spirits, but their general goal is clear: They want to keep Awakened individuals on the path that helped introduce the mentor spirit to the Earth in the first place. For gamemasters, mentor spirits can be used as a tool to communicate information to the magician and enhance role-playing. The mentor spirit can provide cryptic clues, riddles, omens, and sometimes even straightforward advice. Any Awakened character can connect with&lt;br /&gt;
a mentor spirit by taking the Mentor Spirit quality (p. 76). Gamemasters may also choose to award mentor spirits in the course of role playing, provided the player character has done enough to deserve it.&lt;br /&gt;
&lt;br /&gt;
==Adversary==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Adversary&lt;br /&gt;
  |Similar=Chaos, Anarchy&lt;br /&gt;
  |All=+2 to demolition skill tests&lt;br /&gt;
  |Magician=+2 dice to Counterspelling and Disenchanting Tests&lt;br /&gt;
  |Adept=One free level of Iron Will&lt;br /&gt;
  |Disadvantage=Because of their deep-seated hatred for authority, a teammate’s use of leadership skill is counterproductive to followers of Adversary, invoking either a negative dice penalty or loss of initiative. If the plan doesn’t go the way that the adversary follower wants it to go, it takes a Charisma + Willpower (3) Test for him to get him to cooperate.&lt;br /&gt;
  |Description=Wherever there is cosmological order, there is an entity that wishes to overthrow it. The Adversary is the original rebel against the powers that be. Followers of the Adversary have serious issues with authority and conformity.  Followers range from those dedicated to helping the underprivileged and abused (by “the man”) to the one who indulges his love of anarchy for its own sake. Free will and cynicism are the Adversary follower’s tools and trade.&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Alligator==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Alligator&lt;br /&gt;
  |Similar=Crocodile, Sloth, Greed&lt;br /&gt;
  |All=+2 to Intimidation skill tests&lt;br /&gt;
  |Magician=+2 to Conjuring skill tests for spirits of water or man (choose one)&lt;br /&gt;
  |Adept=Receives Inertia Strike power for free&lt;br /&gt;
  |Disadvantage=A follower of the alligator is stubborn in changing plan or action after he has committed to it. When the rest of the team goes to plan B, the magician must succeed in a Charisma + Willpower (3) Test to make the mental  adjustment. Otherwise, they continue trying to execute plan A.&lt;br /&gt;
  |Description=A follower of the Gator mentor spirit feels at home in cities as well as swamps and rivers. Gator shamans are ill-tempered and lazy, expecting a larger share for the work he does—assuming you can get him to agree to do it. He is also a miser when it comes to having to pay for anything including meals and he’s a real big eater. The virtuous aspects of the gator magician is that he’s a strong fighter and will finish what he agrees to do. They may seem to be motionless, but once roused to action they are ferocious and nearly unstoppable.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bat==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Bat&lt;br /&gt;
  |Similar=Wanderer&lt;br /&gt;
  |All=+2 to Navigation Tests&lt;br /&gt;
  |Magician=+1 die to Conjuring Tests for any spirit&lt;br /&gt;
  |Adept=Free Motion Sense (SR5:SG p. 172)&lt;br /&gt;
  |Disadvantage=A follower of Bat is easily distracted and becomes irritable during enforced inaction. She prefers spontaneity to routine. Every week that the magician stays in the same place, she takes a -1 penalty to all actions until she finds a new place to stay. Also, unless she succeeds in a Charisma + Willpower (3) Test, she cannot enter a hangout (bar, club, restaurant) more than once in a week without suffering a -1 to all Magic tests for the next twenty-four hours.&lt;br /&gt;
  |Description=Bat is well-traveled, rarely staying in one place. As a seeker, she sets far-reaching goals and gets restless when not moving. She is adaptable and can make herself at home anywhere. Magicians following Bat keep things light and portable for traveling.&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bear==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Bear&lt;br /&gt;
  |Similar=Strength, Protection&lt;br /&gt;
  |All=+2 dice for tests to resist damage (not including Drain)&lt;br /&gt;
  |Magician=+2 dice for health spells, preparations, and health spell rituals&lt;br /&gt;
  |Adept=1 free level of Rapid Healing&lt;br /&gt;
  |Disadvantage=You might go berserk when you take Physical damage in combat or if someone under your care is badly injured. Make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you incapacitate the target(s) before the time is up, the berserk fury dissipates.&lt;br /&gt;
  |Description=This mentor symbolizes strength and protection. He is a healer and cannot turn down those in need without good reason, and he defends those under his care. Bear is more than a gentle healer; he is a ferocious protector, disregarding his own safety in combat if wounded or if someone he is protecting is injured.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Boar==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Boar&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=Home Ground Quality is gained for free.&lt;br /&gt;
  |Magician=+1 to the number of services gained when successfully summoning a spirit&lt;br /&gt;
  |Adept=Gains Rooting (2) (SR5:SS p.24) power for free.&lt;br /&gt;
  |Disadvantage=A follower of Boar does not like it if there are others intruding in his space or disrupting his routine. At best, the follower protects the bar and employees of the bar he always goes to.  At worst, he will start a fight for a specific table or stool that he thinks is his. A warning is optional and usually proffered by the follower’s friends. It takes a Charisma + Willpower (3) Test for a follower of Boar to leave his home, safehouse, or routine permanently, otherwise he will keep coming back, even at the risk of his own safety. If the Boar does leave, he receives a –1 penalty to all active skill tests for three weeks until he finally settles into a new place and routine.&lt;br /&gt;
  |Description=Followers of the Boar are static in their ways. They keep to a daily routine and hold on to their stuff till it wears away. Some people would call them boring or unspontaneous, others would call them hoarders. Followers believe themselves to be loyal to the places that are part of their routine, and they are very protective of their territory.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Berserker&lt;br /&gt;
  |Similar=Warrior, Warmonger&lt;br /&gt;
  |All=+2 dice pool modifier for Composure Tests&lt;br /&gt;
  |Magician=+2 dice for Physical-type Combat spells, preparations, and rituals&lt;br /&gt;
  |Adept=2 free levels of Mystic Armor or Pain Resistance, or 1 free level of each&lt;br /&gt;
  |Disadvantage=Berserker’s followers have very short fuses. Whenever someone strongly disagrees with you (gamemaster’s discretion), you must pass a Charisma + Willpower (3) Test to keep from striking out against the offender. If the test fails, the attack can be in any form you choose (fist, spell, etc.), but it must have the intent to cause damage.&lt;br /&gt;
  |Description=Those who follow the path of Berserker love fighting just for the sake of fighting, be it with words, fists, or spells. He is the greatest of all warriors, capable of wading into battle without fear, and he will wage his war singlehandedly if necessary.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cat==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Cat&lt;br /&gt;
  |Similar=Mystery, Stealth&lt;br /&gt;
  |All=+2 dice to either Gymnastics or Infiltration Tests (choose one)&lt;br /&gt;
  |Magician=+2 dice for illusion spells, preparations, and illusion spell rituals&lt;br /&gt;
  |Adept=2 free levels of Light Body&lt;br /&gt;
  |Disadvantage=Cat magicians toy with their prey. Unless you succeed in a Charisma + Willpower (3) Test at the start of combat, you cannot make an attack that incapacitates your target. If you take any Physical damage, all this playing around stops.&lt;br /&gt;
  |Description=Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, including those involving the afterlife. She certainly knows many secrets but rarely decides to share them, and never with anyone who is not worthy. She is stealthy, sly, and arrogant. Cat toys with her prey—threatening, taunting, and confusing her targets—rather than going directly for the kill.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chaos==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Chaos&lt;br /&gt;
  |Similar=Trickster, Troublemaker&lt;br /&gt;
  |All=+2 dice pool modifier for Con Tests&lt;br /&gt;
  |Magician=+2 dice to Illusion spells, preparations, and rituals&lt;br /&gt;
  |Adept=2 free levels of Improved Potential (can be 2 levels for the same limit, or 1 level apiece to affect 2 different limits)&lt;br /&gt;
  |Disadvantage=You are an inveterate gossip trying to stir up trouble, especially between friends, and thus cannot keep damaging secrets to yourself. Also, anytime you encounter a public situation deemed too quiet or stable (gamemaster’s discretion), make a Willpower + Intuition (3) Test. Failure means that you are compelled to stir the pot in any way you desire, be it attacking, telling lies, or throwing a drink on someone nearby.&lt;br /&gt;
  |Description=Adherents of Chaos seemingly do things at random and love to start arguments or barroom brawls just for kicks, often through random trickery. While most people have a rather fixed sense of right and wrong, a Chaos follower’s moral compass points in a different direction from moment to moment.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dog==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dog&lt;br /&gt;
  |Similar=Friendship, Loyalty&lt;br /&gt;
  |All=+2 dice for Tracking tests&lt;br /&gt;
  |Magician=+2 dice for Detection spells, preparations, and rituals.&lt;br /&gt;
  |Adept=2 free Improved Sense powers.&lt;br /&gt;
  |Disadvantage=A Dog magician is stubbornly loyal. You can never leave someone behind, betray your comrades, or let another sacrifice themselves in your place without making a successful Charisma + Willpower (3) Test.&lt;br /&gt;
  |Description=Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. Dog protects people from harmful magic and dangerous spirits. Dog is loyal, generous, and helpful to those who show him kindness. He is single-minded, often to the point of stubbornness.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dolphin==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dolphin&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice on Artisan skill tests or Pilot (Watercraft) skill tests (choose one)&lt;br /&gt;
  |Magician=+2 for health spells, preparations, and spell rituals.&lt;br /&gt;
  |Adept=Gain Flexibility (2) power for free&lt;br /&gt;
  |Disadvantage=Followers are altruistic when it comes to helping people and cannot turn a blind eye to those who they believe deserve their help. It is difficult for them not to get involved when they see someone being bullied or obviously polluting the environment. If they see such a situation, it takes a Charisma + Willpower (3) Test for a follower of Dolphin not to intervene. If the job that the follower of Dolphin is on involves polluting the environment or becoming the bully/enforcer on those less deserving, then the follower loses 2 dice after each such deed until she atones. Atonement is up to the gamemaster but can involve time and money spent with charities.&lt;br /&gt;
  |Description=Followers of Dolphin are graceful, free-spirited characters who enjoy playful banter and have to move when music plays. They see things optimistically and believe there is good in the world despite current conditions of corporate politics and pollution. They are not naïve—at least, they don’t believe they are. They just have faith in humanity. Somehow.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dragonslayer==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dragonslayer&lt;br /&gt;
  |Similar=Heroism, Adventure&lt;br /&gt;
  |All=+2 dice pool modifier for one social skill of choice&lt;br /&gt;
  |Magician=+2 dice for Combat spells, preparations, and rituals.&lt;br /&gt;
  |Adept=1 free level of Enhanced Accuracy (skill) and 1 free level of Danger Sense&lt;br /&gt;
  |Disadvantage=If you break a promise, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you make good on your promise.&lt;br /&gt;
  |Description=This most heroic of mentor spirits is also the most fun loving. Though he fights to protect his own against all dangers, he loves a good party even more. He is a big brother who takes a friendly interest in everything his family does. Though sometimes naïve, he makes a staunch friend and a deadly enemy. The dragons he slays have changed with the times: current beasts include crime, pollution, corruption, and of course, actual dragons. Dragonslayer fights hard and plays hard. Once he has given his oath, he never breaks it. A Dragonslayer magician behaves with honor and respect, and demands the same from those around him.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Eagle==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Eagle&lt;br /&gt;
  |Similar=Nature, Warding&lt;br /&gt;
  |All=+2 dice to Perception Tests&lt;br /&gt;
  |Magician=+2 dice for summoning spirits of air&lt;br /&gt;
  |Adept=1 free level of Combat Sense&lt;br /&gt;
  |Disadvantage=You get the Allergy (pollutants, mild) quality (p. 322; no bonus Karma for this negative quality).&lt;br /&gt;
  |Description=Eagle is the highest-flying bird in the sky, considered the most noble by many cultures. He is proud and solitary, and sees everything happening in the world below. Eagles are noble defenders of the purity of nature. They are intolerant of those who do not share their views and have a strong distrust of technology and its tools. Those who damage nature are Eagle’s enemies, and Eagle will brave great danger to defeat polluters and other evildoers.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fire-bringer==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Fire-bringer&lt;br /&gt;
  |Similar=Invention, Generosity&lt;br /&gt;
  |All=+2 dice to Artisan skill tests or Alchemy skill tests (choose one)&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.&lt;br /&gt;
  |Adept=1 free level of Improved Ability on a non-combat skill&lt;br /&gt;
  |Disadvantage=When someone sincerely asks you for help, you can’t refuse without succeeding in a Simple Charisma + Willpower (3) Test.&lt;br /&gt;
  |Description=The Fire-Bringer stole the secret of fire from the heavens and gave it to metahumanity as a gift and a tool. He is a figure of kindness and concern, but his good intentions sometimes get him into trouble and his plans may fail to work out the way he envisions them. He is a shaper and a creator, forming new things from the primal clay and breathing the fiery spark of life into them. Fire-Bringers devote themselves to the betterment of others, even at their own expense. Most followers of Fire-Bringer throw themselves into a particular cause with great zeal.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Giraffe==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Giraffe&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 Assensing skill tests or +2 to Judge Intentions test (choose one)&lt;br /&gt;
  |Magician=+2 to Conjuring skill tests of air spirits&lt;br /&gt;
  |Adept=2 free levels of Piercing Senses&lt;br /&gt;
  |Disadvantage=A follower of Giraffe stumbles through social etiquette, as she believes the small talk and chitchat that are the core of social chatter are fundamentally dishonest and not worthy of her efforts. She can make a wide range of situations awkward and receives –2 dice for Etiquette skill tests.&lt;br /&gt;
  |Description=A follower of the Giraffe mentor spirit sees beyond the horizon.  She seeks to see/hear the truth beyond what is presented. A giraffe follower may seem a little off as she either looks off into space and appears to not pay attention or looks too intently at you as if she’s judging your soul.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Horse&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice to Running or Pilot Ground Craft) tests (choose one)&lt;br /&gt;
  |Magician=Reduce Drain Value from Reckless Summoning by 1&lt;br /&gt;
  |Adept=May learn to use the Movement critter power as a metamagic (self only, 3 times a day)&lt;br /&gt;
  |Disadvantage=Followers of the Horse can’t sit still for long nor be confined indoors. They must spend at least four hours a day outside and be able to run or drive around (any method of travel faster than walking). If followers are not able to meet this condition, they suffer –1 die to all action skill tests. This penalty is cumulative, meaning if the follower is stuck at a desk all day (indoors and not moving around) for two days in a a row, they suffer –2 to all actions until they get that free time in.&lt;br /&gt;
  |Description=Followers of the Horse mentor spirit are the embodiment of freedom. They must be out in the open air and allowed to roam the open road. Followers are never intentionally stubborn or malicious, but they do not like to feel impeded or confined by someone else.  This unfortunately also means that followers of Horse may sacrifice personal relationships for freedom.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Monkey==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Monkey&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 to Gymnastics Tests involving climbing.&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category&lt;br /&gt;
  |Adept=2 free levels of Hang Time (SR5:SG p. 171)&lt;br /&gt;
  |Disadvantage=Because Monkey is not an assassin, the magician must succeed in a Charisma + Willpower (3) Test in order to strike a surprised opponent. Monkey must be able to watch his prank go off or see the look on the opponent’s face after taunting them, otherwise he suffers -1 to all Magic tests until the next sunrise/sunset.&lt;br /&gt;
  |Description=Monkey is clever and playful and finds people amusing.  A follower of Monkey is a foe of evil and enjoys taunting and frustrating the plans of those who would harm him or his friends. Magicians following Monkey like to taunt opponents, using magic to misdirect, confuse, or otherwise trick them into &amp;quot;learning their lesson&amp;quot; rather than seriously harming or killing them.&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mountain==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Mountain&lt;br /&gt;
  |Similar=Endurance, Stubbornness&lt;br /&gt;
  |All=+2 dice to Survival Tests&lt;br /&gt;
  |Magician=+2 dice for Counterspelling Tests and anchored rituals&lt;br /&gt;
  |Adept=1 free level of Mystic Armor&lt;br /&gt;
  |Disadvantage=When a Mountain magician makes a plan, she sticks to it. You must make a Charisma + Willpower (3) Test to abandon a planned course of action in favor of a new one. If you fail, you must endeavor to continue with your original plan, even if it means going on alone. Similarly, you must succeed in a Charisma + Willpower (3) Test to proceed in anything without a plan.&lt;br /&gt;
  |Description=Mountain is rooted in the very heart of the Earth but reaches toward lofty heights. She has limitless strength and endurance, but Mountain’s inflexible nature limits her. Mountain is a stubborn and unyielding force, and Mountain magicians are difficult to persuade once they have made up their minds about something.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Oracle==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Oracle&lt;br /&gt;
  |Similar=Teacher, Mystic&lt;br /&gt;
  |All=+2 dice pool modifier for Arcana Tests&lt;br /&gt;
  |Magician=+2 dice for Detection spells, preparations, and rituals&lt;br /&gt;
  |Adept=Free Astral Perception&lt;br /&gt;
  |Disadvantage=You hate mysteries with a passion and can disappear for days trying to track down the answer. When confronted by a particularly haunting question (gamemaster’s discretion), you must take a Willpower + Intuition (3) Test. Failure means you must undertake an Intuition + Logic [Mental] (5, 1 hour) Extended Test to try researching the answer. Completion of the Extended Test does not necessarily mean you found the answer, but it at least silences the question in your mind for the time being.&lt;br /&gt;
&lt;br /&gt;
  When a follower of Oracle becomes a Grade 1 initiate (p. 324, SR5), she must choose Divination (p. 147) for her first metamagic rather than a Power Point or any other benefit.&lt;br /&gt;
  |Description=Past, present, and future—Oracle knows all and sees all. She peels back the veil of mystery and reveals what has been, what is, and what will be. Nothing escapes her notice, and things that are hidden do not remain hidden for long.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Peacemaker==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Peacemaker&lt;br /&gt;
  |Similar=Mediator, Pacifist&lt;br /&gt;
  |All=+2 dice pool modifier for Negotiation Tests&lt;br /&gt;
  |Magician=+2 dice to Detection spells, preparations, and rituals&lt;br /&gt;
  |Adept=2 free levels of Enhanced Perception&lt;br /&gt;
  |Disadvantage=You see even enemies as potential friends and go out of your way to keep from hurting anyone unless the situation truly warrants it. At the very beginning of combat, you must pass a Charisma + Intuition (3) Test; failure means you are unable to take actions that cause Physical damage for the duration of combat. At the beginning of a new Combat Turn, you may choose to retake the test if you failed the first time and you or a member of your team suffered damage in the previous Combat Turn.&lt;br /&gt;
  |Description=Deep down, all Peacemaker wants is for everyone to get along, even if they are currently mortal enemies. She believes every argument can be solved in some way; on the other hand, she knows some arguments require force or bodily harm in order get one’s point across.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Raccoon==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Raccoon&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 to Palming skill tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.&lt;br /&gt;
  |Adept=2 Improved Sense powers&lt;br /&gt;
  |Disadvantage=The Raccoon is commonly one of the Thief totems, so the followers can tend to err on the side of greed. A follower of Raccoon must make a Charisma + Willpower (3) Test to resist the urge to open that next locked door to look for something to steal, or to follow that Matrix rabbit trail in the quest for more paydata.&lt;br /&gt;
  |Description=Followers of Raccoon would not call themselves thieves.  Maybe entrepreneurs. They are inquisitive and have an intense curiosity about things, which can lead them into danger. They are above petty thefts and don’t delve into violent robberies. Followers of Raccoon are artists in the field of pilfering or trickery, and will strategize a plan that emphasizes their talent and flamboyance.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rat==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Rat&lt;br /&gt;
  |Similar=Survival, Scavenging&lt;br /&gt;
  |All=+2 dice for Sneaking Tests&lt;br /&gt;
  |Magician=+2 dice to Alchemy tests when harvesting reagents, and you may use reagents of any tradition&lt;br /&gt;
  |Adept=2 free levels of Natural Immunity&lt;br /&gt;
  |Disadvantage=A Rat magician must make a Charisma + Willpower (3) Test to not immediately flee or seek cover whenever caught in a combat situation. If there is nowhere to flee, she is forced to fight.&lt;br /&gt;
  |Description=Rat is found wherever humans and the things they discard are, for what other bounty can sustain him? Rat is a scavenger, a stealthy thief who takes what he needs to survive. He dislikes working out in the open, preferring to stick to the shadows. Rat avoids fights whenever he can when he must fight, he fights to kill quickly and move on.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Raven==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Raven&lt;br /&gt;
  |Similar=Deception, Mischief&lt;br /&gt;
  |All=+2 dice for Con tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.&lt;br /&gt;
  |Adept=Free Traceless Walk and 1 level of Voice Control&lt;br /&gt;
  |Disadvantage=You must make a Charisma + Willpower (3) Test to avoid exploiting someone else’s misfortune to your own advantage or to pull a clever trick or prank even if it’s to the disadvantage of your friends.&lt;br /&gt;
  |Description=Raven is a harbinger of trouble in cultures worldwide. He is a trickster and a transformer, dark and devious. Raven thrives off the bounty of carnage and chaos, but does not cause them—he merely knows an opportunity when he sees one. Raven loves to eat and rarely refuses an offer of food.&lt;br /&gt;
&lt;br /&gt;
  Raven is cousin to Coyote, who shares trickster inclinations with Raven but lacks his darkness and propensity for carnage.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sea==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Sea&lt;br /&gt;
  |Similar=Chaos, Greed&lt;br /&gt;
  |All=+2 dice for Swimming Tests.&lt;br /&gt;
  |Magician=+2 for summoning spirits of water&lt;br /&gt;
  |Adept=1 free level of Improved Ability on an athletic skill (select when receiving this bonus).&lt;br /&gt;
  |Disadvantage=You must make a Charisma + Willpower (3) Test to give away something you own or be charitable in some way.&lt;br /&gt;
  |Description=Sea is the birthplace of all living creatures. She is unfathomable and moody, tranquil and comforting one moment, fearsome and destructive the next. Though she possesses great wealth, she jealously guards what comes into her hands. Sea can be a powerful ally, but she must be courted with great care.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Seducer==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Seducer&lt;br /&gt;
  |Similar=Seductress, Temptation&lt;br /&gt;
  |All=+2 dice for Con Tests.&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Illusion category.&lt;br /&gt;
  |Adept=1 free level of Improved Ability for a skill in the Acting or Influence skill group.&lt;br /&gt;
  |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing a vice or indulgence (drugs, BTLs, sex, and so on) when it is made available.&lt;br /&gt;
  |Description=The Seducer is the incarnation of desire. He has many whims and vices that he must frequently satisfy. He encourages jealousy and greed, and seeks to inflame the wants of others. He avoids direct confrontation but gains pleasure when others fight for his attention or on his behalf. He exists to exploit weaknesses and will not hesitate to sacrifice those who get in his way.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shark==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Shark&lt;br /&gt;
  |Similar=Hunger, Violence&lt;br /&gt;
  |All=+2 dice to Unarmed Combat tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category.&lt;br /&gt;
  |Adept=Free Killing Hands&lt;br /&gt;
  |Disadvantage=You might go berserk when you take Physical damage in combat. Every time it happens, make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you run out of targets before the time’s up, you keep attacking their bodies.&lt;br /&gt;
  |Description=Shark is a cold and relentless hunter. His power is known to all who live near the sea. When Shark strikes, he does so without mercy, driven into a frenzy by the blood of his prey. Shark magicians tend to be wanderers, always on the move. They are fierce and deadly warriors. A Shark magician believes the only good enemy is a dead enemy. If challenged, he does not waste time with threats or boasts but strikes to kill.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Snake==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Snake&lt;br /&gt;
  |Similar=Knowledge, Curiosity&lt;br /&gt;
  |All=+2 to Arcana tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Detection category.&lt;br /&gt;
  |Adept=2 free levels of Kinesics&lt;br /&gt;
  |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing secrets or knowledge that few people know about when you receive hints of its existence.&lt;br /&gt;
  |Description=Snake is wise and knows many secrets. She is a good counselor, but always exacts a price for her advice. Snake characters fight only to protect themselves and others. They are obsessed with learning secrets and take great risks in order to do so. They trade their knowledge to others for whatever they can get in exchange.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spider==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Spider&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice to Computer skill tests&lt;br /&gt;
  |Magician=+2 dice for Illusion spells&lt;br /&gt;
  |Adept=Hang time (2)&lt;br /&gt;
  |Disadvantage=Followers of Spider are already paranoid about people having any misconceptions about them being insect shamans. They will keep such details from casual conversation. Followers of Spider also have taken advantage of the Matrix more than more traditional shamas in creating connections. This makes followers more agoraphobic as they avoid uncontrolled social situations and unfamiliar environments. They receive a –1 dice pool modifier to Magic tests while out in the open (this includes very large indoor rooms such as auditoriums, theatres, and stadiums). The penalty doubles if there is a large crowd of people to deal with.&lt;br /&gt;
  |Description=Spider likes to feel a connection to everything. To be at the center of a web connecting all sorts of news and able to feel the pulse of the world. Followers of Spider like to be in the know, establishing connections, be it directly with people or through surveillance. Some may feel that followers of Spider are nothing more than Awakened bloggers who scan the Matrix for tidbits of the truth.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Thunderbird==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Thunderbird&lt;br /&gt;
  |Similar=Anger, War&lt;br /&gt;
  |All=+2 dice for Intimidation Tests&lt;br /&gt;
  |Magician=+2 dice for summoning spirits of air&lt;br /&gt;
  |Adept=1 free level of Critical Strike (skill)&lt;br /&gt;
  |Disadvantage=A Thunderbird magician must succeed in a Charisma + Willpower (3) Test to avoid responding to an insult in kind.&lt;br /&gt;
  |Description=Thunderbird is a majestic creature who is storm incarnate. Her wings are dark clouds, her beak and claws lightning, and her cries the clap of thunder. She is a primal force, often savage but necessary to the survival of the land and the continuation of the cycle of life. Thunderbird is a force to be respected and approached with great care, lest her anger be roused.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Whale==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Whale&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice to Swimming or Pilot (Watercraft) skill tests (choose one)&lt;br /&gt;
  |Magician=+2 to Conjuring skill tests for spirits of wate&lt;br /&gt;
  |Adept=Receive 2 ranks in Iron Lungs (SR5:SS p. 23) for free.&lt;br /&gt;
  |Disadvantage=Because of their personal sense of ethics, followers of the whale must honor any agreement they enter into. This can be an oath to an organization or a verbal contract with a corporation. Failing to honor the contract or oath results in a loss of a point of Magic. The Whale mentor spirit understands if circumstances to complete the contract are out of the Awakened’s hands. For everything else, the follower can attempt to atone, but at the gamemaster’s discretion.&lt;br /&gt;
  |Description=Followers of Whale appreciate beauty and the longtime traditions of working in the arts. With a long life, they also hold personal honor and loyalty in high esteem. Those Whale adopts into her personal circle receive her total loyalty, and she expects the same in return.  Followers of Whale are patient in their work and will take the time to make sure all the details are complete.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wise Warrior==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Wise Warrior&lt;br /&gt;
  |Similar=Duty, Wisdom&lt;br /&gt;
  |All=+2 to dice to Leadership or Instruction skill tests (choose one)&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Combat category.&lt;br /&gt;
  |Adept=1 free level of Improved Ability on a Combat skill.&lt;br /&gt;
  |Disadvantage=If you act dishonorably or without courtesy, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you atone for your behavior.&lt;br /&gt;
  |Description=The Wise Warrior is skilled in the art of war, for battle is an art to her, an exercise in the powers of the mind as well as the body. She studies the tactics of her foes and overcomes them through a combination of superior strategy and battle prowess. The Wise Warrior does not act out of savagery or battle-lust, but from a position of knowledge and wisdom. Wise Warriors must follow the warrior’s code of honor and conduct themselves properly or risk the loss of favor.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wolf==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Wolf&lt;br /&gt;
  |Similar=Hunting, Fellowship&lt;br /&gt;
  |All=+2 dice to Tracking tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and rituals in the Combat category.&lt;br /&gt;
  |Adept=2 free levels of Attribute Boost (Agility).&lt;br /&gt;
  |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to retreat from a fight.&lt;br /&gt;
  |Description=Wolf is recognized as a hunter and warrior worldwide. He is devoted to the other members of his pack. As the ancient saying goes, Wolf wins every fight but one—the one that kills him. Wolf magicians are loyal to friends and family unto death. They do not show cowardice in battle, and their word is their bond.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Toxic Mentor Spirits=&lt;br /&gt;
See '''[[SR5:Magic:Dark Magic#Toxic Magic|Dark Magic, Toxic Magic]]''' for more details.&lt;br /&gt;
==Doom(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Doom&lt;br /&gt;
  |Similar=Destroyer, Reaper&lt;br /&gt;
  |All=+2 to Demolitions or a single Combat Skill of the character’s choice&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category&lt;br /&gt;
  |Adept=Free Killing Hands power&lt;br /&gt;
  |Disadvantage=Followers of Doom must succeed in a Willpower + Charisma (3) Test to avoid a fight once it has begun, or to not enact a plan to do violence. If they fail, they must engage in combat until all opponents are defeated or flee.&lt;br /&gt;
  |Description=Doom embodies the desire of toxics to bring an end to all life on the planet. They seek to hasten the inevitable (as they see it) apocalypse and turn the world into a barren, polluted landscape. Followers of Doom see humanity as too tragically flawed to be allowed to survive, and thus carry out an agenda of total destruction. As a result of their nihilistic outlook, followers of Doom are isolationist and anti-social.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Disease(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Disease&lt;br /&gt;
  |Similar=Pestilent Rat, Contagion&lt;br /&gt;
  |All=+2 to resist all pathogens and toxins&lt;br /&gt;
  |Magician=+2 dice for summoning or binding plague spirits (toxic spirits of man)&lt;br /&gt;
  |Adept=Free Plague Cloud power (see p. 173)&lt;br /&gt;
  |Disadvantage=Followers of Disease must make a Charisma + Willpower (3) Test to not flee or seek cover whenever in a combat situation, unless they outnumber their opponents. If they begin a fight with greater numbers but then their side is reduced so that they no longer outnumber their opponents, they must make a test to avoid fleeing.&lt;br /&gt;
  |Description=Disease embodies the infection and virulence that is rampant in many areas of toxicity. It is the ultimate parasite of the world, subsisting off of the waste of others, growing and gaining strength in hidden or forgotten places. Followers of disease seek to spread its influence throughout the world, in a slow but steady infection of all things. Contrary to the norm, followers of Disease collaborate with each other and work in groups to achieve their goal. They find strength in numbers and avoid direct confrontation whenever possible, preferring to spread their infection and sap their enemies’ strength in subtle ways.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mutation(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Mutation&lt;br /&gt;
  |Similar=Mutant Beast, Dark Darwinist&lt;br /&gt;
  |All=+2 dice to a Physical skill of the character’s choice&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Health category&lt;br /&gt;
  |Adept=Free Attribute Boost (level 2) power for a Physical Attribute of the character’s choice&lt;br /&gt;
  |Disadvantage=If a follower of Mutation finds themselves inferior to an opponent, they suffer a –1 penalty on all actions until they defeat their rival in that area, or overcome or compensate for the weakness in another way (such as acquiring a new power, spell, or augmentation).&lt;br /&gt;
  |Description=Mutation is the ultimate changer of ways. It seeks to alter every living thing into a new form, a new creation in its image. Mutation doesn’t hate life, but wants all life to be remade into whatever new forms it chooses. Followers of mutation conspire to control, manipulate, and change all living things. To that end, they spread pollution and corruption in subtle ways to make the change of mutation happen. Mutation also believes in improving living things through experiment and change. Its followers are obsessed with self-improvement, always looking for ways to make themselves better.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Pollution(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Pollution&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice for Chemistry Tests when dealing with pollutants in any way; may default even if they do not have the Chemistry skill&lt;br /&gt;
  |Magician=+2 dice to summon or bind toxic toxic spirits of air, earth, or water (choose one)&lt;br /&gt;
  |Adept=Free Toxic Strike (see p. 176) power&lt;br /&gt;
  |Disadvantage=If they are in an area cleaner than their normal habitation, followers of Pollution must make a Willpower + Charisma (3) Test every day. If they fail, they must spend at least eight hours that day actively despoiling the land, regardless of any other plans they had for that time.&lt;br /&gt;
  |Description=Pollution embodies the defilement of the natural world and its destruction. Followers of pollution celebrate in the rape of the natural world and believe that pollution is the ultimate primal force in the Sixth World. Followers of Pollution believe they grow stronger as the industries of mankind grow and produce more of the irresistible power of corrupting chemicals.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Mentor_Spirits_List&amp;diff=2507</id>
		<title>SR5:Mentor Spirits List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Mentor_Spirits_List&amp;diff=2507"/>
		<updated>2016-08-09T15:47:41Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
  !NAME!!SIMILAR ARCHETYPES!!SOURCE&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Adversary|Similar=Chaos, Anarchy|Source=SR5:HT}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Alligator|Similar=Crocodile, Sloth, Greed|Source=SR5:HS}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Bear|Similar=Strength, Protection}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Berserker|Similar=Warrior, Warmonger|Source=SR5:SG}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Bat|Similar=Wanderer|Source=SR5:HT}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Boar|Similar=|Source=SR5:HS}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Cat|Similar=Mystery, Stealth}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Chaos|Similar=Trickster, Troublemaker|Source=SR5:SG}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Dog|Similar=Friendship, Loyalty}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Dolphin|Similar=|Source=SR5:HS}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Dragonslayer|Similar=Heroism, Adventure}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Eagle|Similar=Nature, Warding}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Fire-bringer|Similar=Invention, Generosity}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Giraffe|Similar=|Source=SR5:HS}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Horse|Similar=|Source=SR5:HS}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Monkey|Similar=|Source=SR5:HT}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Mountain|Similar=Endurance, Stubbornness}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Oracle|Similar=Teacher, Mystic|Source=SR5:SG}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Peacemaker|Similar=Mediator, Pacifist|Source=SR5:SG}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Raccoon|Similar=|Source=SR5:HS}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Rat|Similar=Survival, Scavenging}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Raven|Similar=Deception, Mischief}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Sea|Similar=Chaos, Greed}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Seducer|Similar=Seductress, Temptation}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Shark|Similar=Hunger, Violence}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Snake|Similar=Knowledge, Curiosity}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Spider|Similar=|Source=SR5:HS}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Thunderbird|Similar=Anger, War}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Whale|Similar=|Source=SR5:HS}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Wise Warrior|Similar=Duty, Wisdom}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Wolf|Similar=Hunting, Fellowship}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Doom(TOXIC)|Similar=Destroyer, Reaper|Source=SR5:SG}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Disease(TOXIC)|Similar=Pestilent Rat, Contagion|Source=SR5:SG}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Mutation(TOXIC)|Similar=Mutant Beast, Dark Darwinist|Source=SR5:SG}}&lt;br /&gt;
  {{SR5:Mentor Spirits Row|Name=Pollution(TOXIC)|Source=SR5:SG}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==THE DARKER SIDE OF MENTOR SPIRITS==&lt;br /&gt;
Some say that mentor spirits are merely forces of nature. Some say that they are entities in their own right, guiding their chosen Awakened like loving parents. Some say that there is no single Bear or Eagle spirit, but that there are many such spirits who are called the same name by ignorant mortals. Everyone agrees that mentor spirits have no direct control over the physical world.&lt;br /&gt;
&lt;br /&gt;
Or do they? Many report that mentor spirits are more than active in our world. Nearly everyone affiliated with a mentor spirit has heard their voice, or seen them. They sometimes appear like shamanic masks on the faces of magicians and adepts who perform great feats of magic. And they do seem to have an agenda.&lt;br /&gt;
&lt;br /&gt;
It is said that those of the Awakened who dabble with tainted magics—reagents made with human bones, rituals performed in polluted areas, spells laced with negative emotions—may attract twisted mentor spirits or awaken the darker twin of their own mentor spirit. They say these mentor spirits lead the Awakened down a dark path with enticements of power.&lt;br /&gt;
&lt;br /&gt;
Or maybe it’s all just a ghost story. Only your gamemaster knows for certain, and she’d never make life tough for your character ... would she?&lt;br /&gt;
&lt;br /&gt;
==MENTOR SPIRIT ARCHETYPES==&lt;br /&gt;
Each of the mentor spirits listed here represents an archetype. These archetypes are idealized as totem animals, deities, and forces of nature by different cultures and traditions. The archetypes listed below serve merely as examples of different archetypes and are not meant to apply to all cultures—a totem animal considered a healer in one culture may be considered a deceiver in another. Additional archetypes will be presented in future sourcebooks, and you can always work with your gamemaster to develop a mentor spirit archetype that best fits your character’s outlook.&lt;br /&gt;
&lt;br /&gt;
Each archetype offers three advantages: one general bonus, one bonus that applies only to magicians, and one that applies only to adepts. Mystic adepts must chose either the adept or magician advantage at the time they accept the mentor spirit and can’t change it.&lt;br /&gt;
&lt;br /&gt;
==EXAMPLES==&lt;br /&gt;
&lt;br /&gt;
Sometimes magicians seek out mentor spirits, but more often mentor spirits call to their people. Here are a couple of examples.&lt;br /&gt;
&lt;br /&gt;
Kato, an adept with an emphasis in the martial arts, has been relentlessly training to break through the plateau of skill on which she has been stuck. She seeks out Thunderbird to help her increase her abilities. One day as she trains, a brightly colored butterfly flits in front of her and she hears—or feels—the words, “The fastest flight is with the wind.” She understands and uses her surroundings in her training, heeding the advice from her mentor spirit and becoming more skilled in her arts.&lt;br /&gt;
&lt;br /&gt;
Falsey is an agoraphobic magician who has been increasingly homebound, spending more and more time playing an AR fantasy role-playing game. He starts seeing increasing numbers of “special quests” that no one else has heard of, all involving leaving his apartment and going to a nearby beach. He avoids these quests, but at one point he finds himself talking to a graphic game character, water spirit. The next thing he knows, the spirit is in his apartment and physically pushing him toward the door of his home. Falsey’s mentor spirit, the Sea, has decided to stop messing around and bring him to the beach for a good long talk.&lt;br /&gt;
&lt;br /&gt;
Each also has a disadvantage and some alternate names or concepts for the mentor spirit, if you don’t feel the given name really fits your tradition. Advantages and disadvantages apply at all times.&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Mentor_Spirits&amp;diff=2506</id>
		<title>SR5:Mentor Spirits</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Mentor_Spirits&amp;diff=2506"/>
		<updated>2016-08-09T15:45:23Z</updated>

		<summary type="html">&lt;p&gt;Apathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
In the search for magical enlightenment, affiliation, or purpose, many Awakened individuals are drawn toward certain animals, mythological figures, or concepts. This may be an idol they grew up with, a tribal totem, or something they look up to achieve in their life. It could also relate to their religious or magical beliefs. So strong are the feelings for this person or idea that once the individual Awakens, the idea takes a life on its own. It becomes what is known as a mentor spirit.&lt;br /&gt;
&lt;br /&gt;
This mentor spirit is much like other spirits in that it has its own personality, but it’s not a spirit in the summon-and-banish sense of the term. It can be seen and heard by those it chooses, and even physically interact with its followers. Your mentor spirit can have significant influence over you, giving you benefits when you remain true or punishing you if you go astray (usually with temporary reductions to your Magic rating).&lt;br /&gt;
&lt;br /&gt;
Magical mentorship can come in different forms. Often you have your own link to your mentor spirit, but an Awakened guild or society can become linked to a mentor spirit as a group.&lt;br /&gt;
&lt;br /&gt;
There is no real understanding of the nature of mentor spirits, but their general goal is clear: They want to keep Awakened individuals on the path that helped introduce the mentor spirit to the Earth in the first place. For gamemasters, mentor spirits can be used as a tool to communicate information to the magician and enhance role-playing. The mentor spirit can provide cryptic clues, riddles, omens, and sometimes even straightforward advice. Any Awakened character can connect with&lt;br /&gt;
a mentor spirit by taking the Mentor Spirit quality (p. 76). Gamemasters may also choose to award mentor spirits in the course of role playing, provided the player character has done enough to deserve it.&lt;br /&gt;
&lt;br /&gt;
==Adversary==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Adversary&lt;br /&gt;
  |Similar=Chaos, Anarchy&lt;br /&gt;
  |All=+2 to demolition skill tests&lt;br /&gt;
  |Magician=+2 dice to Counterspelling and Disenchanting Tests&lt;br /&gt;
  |Adept=One free level of Iron Will&lt;br /&gt;
  |Disadvantage=Because of their deep-seated hatred for authority, a teammate’s use of leadership skill is counterproductive to followers of Adversary, invoking either a negative dice penalty or loss of initiative. If the plan doesn’t go the way that the adversary follower wants &amp;gt;&amp;gt; HARD TARGETS &amp;lt;&amp;lt; 136 &amp;gt;&amp;gt; HAVANA: DALE A TODO METER! &amp;lt;&amp;lt; it to go, it takes a Charisma + Willpower (3) Test for him to get him to cooperate.&lt;br /&gt;
  |Description=Wherever there is cosmological order, there is an entity that wishes to overthrow it. The Adversary is the original rebel against the powers that be. Followers of the Adversary have serious issues with authority and conformity.  Followers range from those dedicated to helping the underprivileged and abused (by “the man”) to the one who indulges his love of anarchy for its own sake. Free will and cynicism are the Adversary follower’s tools and trade.&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Alligator==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Alligator&lt;br /&gt;
  |Similar=Crocodile, Sloth, Greed&lt;br /&gt;
  |All=+2 to Intimidation skill tests&lt;br /&gt;
  |Magician=+2 to Conjuring skill tests for spirits of water or man (choose one)&lt;br /&gt;
  |Adept=Receives Inertia Strike power for free&lt;br /&gt;
  |Disadvantage=A follower of the alligator is stubborn in changing plan or action after he has committed to it. When the rest of the team goes to plan B, the magician must succeed in a Charisma + Willpower (3) Test to make the mental  adjustment. Otherwise, they continue trying to execute plan A.&lt;br /&gt;
  |Description=A follower of the Gator mentor spirit feels at home in cities as well as swamps and rivers. Gator shamans are ill-tempered and lazy, expecting a larger share for the work he does—assuming you can get him to agree to do it. He is also a miser when it comes to having to pay for anything including meals and he’s a real big eater. The virtuous aspects of the gator magician is that he’s a strong fighter and will finish what he agrees to do. They may seem to be motionless, but once roused to action they are ferocious and nearly unstoppable.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bat==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Bat&lt;br /&gt;
  |Similar=Wanderer&lt;br /&gt;
  |All=+2 to Navigation Tests&lt;br /&gt;
  |Magician=+1 die to Conjuring Tests for any spirit&lt;br /&gt;
  |Adept=Free Motion Sense (SR5:SG p. 172)&lt;br /&gt;
  |Disadvantage=A follower of Bat is easily distracted and becomes irritable during enforced inaction. She prefers spontaneity to routine. Every week that the magician stays in the same place, she takes a -1 penalty to all actions until she finds a new place to stay. Also, unless she succeeds in a Charisma + Willpower (3) Test, she cannot enter a hangout (bar, club, restaurant) more than once in a week without suffering a -1 to all Magic tests for the next twenty-four hours.&lt;br /&gt;
  |Description=Bat is well-traveled, rarely staying in one place. As a seeker, she sets far-reaching goals and gets restless when not moving. She is adaptable and can make herself at home anywhere. Magicians following Bat keep things light and portable for traveling.&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bear==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Bear&lt;br /&gt;
  |Similar=Strength, Protection&lt;br /&gt;
  |All=+2 dice for tests to resist damage (not including Drain)&lt;br /&gt;
  |Magician=+2 dice for health spells, preparations, and health spell rituals&lt;br /&gt;
  |Adept=1 free level of Rapid Healing&lt;br /&gt;
  |Disadvantage=You might go berserk when you take Physical damage in combat or if someone under your care is badly injured. Make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you incapacitate the target(s) before the time is up, the berserk fury dissipates.&lt;br /&gt;
  |Description=This mentor symbolizes strength and protection. He is a healer and cannot turn down those in need without good reason, and he defends those under his care. Bear is more than a gentle healer; he is a ferocious protector, disregarding his own safety in combat if wounded or if someone he is protecting is injured.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Boar==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Boar&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=Home Ground Quality is gained for free.&lt;br /&gt;
  |Magician=+1 to the number of services gained when successfully summoning a spirit&lt;br /&gt;
  |Adept=Gains Rooting (2) (SR5:SS p.24) power for free.&lt;br /&gt;
  |Disadvantage=A follower of Boar does not like it if there are others intruding in his space or disrupting his routine. At best, the follower protects the bar and employees of the bar he always goes to.  At worst, he will start a fight for a specific table or stool that he thinks is his. A warning is optional and usually proffered by the follower’s friends. It takes a Charisma + Willpower (3) Test for a follower of Boar to leave his home, safehouse, or routine permanently, otherwise he will keep coming back, even at the risk of his own safety. If the Boar does leave, he receives a –1 penalty to all active skill tests for three weeks until he finally settles into a new place and routine.&lt;br /&gt;
  |Description=Followers of the Boar are static in their ways. They keep to a daily routine and hold on to their stuff till it wears away. Some people would call them boring or unspontaneous, others would call them hoarders. Followers believe themselves to be loyal to the places that are part of their routine, and they are very protective of their territory.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Berserker&lt;br /&gt;
  |Similar=Warrior, Warmonger&lt;br /&gt;
  |All=+2 dice pool modifier for Composure Tests&lt;br /&gt;
  |Magician=+2 dice for Physical-type Combat spells, preparations, and rituals&lt;br /&gt;
  |Adept=2 free levels of Mystic Armor or Pain Resistance, or 1 free level of each&lt;br /&gt;
  |Disadvantage=Berserker’s followers have very short fuses. Whenever someone strongly disagrees with you (gamemaster’s discretion), you must pass a Charisma + Willpower (3) Test to keep from striking out against the offender. If the test fails, the attack can be in any form you choose (fist, spell, etc.), but it must have the intent to cause damage.&lt;br /&gt;
  |Description=Those who follow the path of Berserker love fighting just for the sake of fighting, be it with words, fists, or spells. He is the greatest of all warriors, capable of wading into battle without fear, and he will wage his war singlehandedly if necessary.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cat==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Cat&lt;br /&gt;
  |Similar=Mystery, Stealth&lt;br /&gt;
  |All=+2 dice to either Gymnastics or Infiltration Tests (choose one)&lt;br /&gt;
  |Magician=+2 dice for illusion spells, preparations, and illusion spell rituals&lt;br /&gt;
  |Adept=2 free levels of Light Body&lt;br /&gt;
  |Disadvantage=Cat magicians toy with their prey. Unless you succeed in a Charisma + Willpower (3) Test at the start of combat, you cannot make an attack that incapacitates your target. If you take any Physical damage, all this playing around stops.&lt;br /&gt;
  |Description=Cat is honored in cultures around the world. Cat is often seen as the guardian of mystical secrets, including those involving the afterlife. She certainly knows many secrets but rarely decides to share them, and never with anyone who is not worthy. She is stealthy, sly, and arrogant. Cat toys with her prey—threatening, taunting, and confusing her targets—rather than going directly for the kill.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chaos==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Chaos&lt;br /&gt;
  |Similar=Trickster, Troublemaker&lt;br /&gt;
  |All=+2 dice pool modifier for Con Tests&lt;br /&gt;
  |Magician=+2 dice to Illusion spells, preparations, and rituals&lt;br /&gt;
  |Adept=2 free levels of Improved Potential (can be 2 levels for the same limit, or 1 level apiece to affect 2 different limits)&lt;br /&gt;
  |Disadvantage=You are an inveterate gossip trying to stir up trouble, especially between friends, and thus cannot keep damaging secrets to yourself. Also, anytime you encounter a public situation deemed too quiet or stable (gamemaster’s discretion), make a Willpower + Intuition (3) Test. Failure means that you are compelled to stir the pot in any way you desire, be it attacking, telling lies, or throwing a drink on someone nearby.&lt;br /&gt;
  |Description=Adherents of Chaos seemingly do things at random and love to start arguments or barroom brawls just for kicks, often through random trickery. While most people have a rather fixed sense of right and wrong, a Chaos follower’s moral compass points in a different direction from moment to moment.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dog==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dog&lt;br /&gt;
  |Similar=Friendship, Loyalty&lt;br /&gt;
  |All=+2 dice for Tracking tests&lt;br /&gt;
  |Magician=+2 dice for Detection spells, preparations, and rituals.&lt;br /&gt;
  |Adept=2 free Improved Sense powers.&lt;br /&gt;
  |Disadvantage=A Dog magician is stubbornly loyal. You can never leave someone behind, betray your comrades, or let another sacrifice themselves in your place without making a successful Charisma + Willpower (3) Test.&lt;br /&gt;
  |Description=Dog is a loyal friend. He fights ferociously to defend his home and those under his protection. Dog protects people from harmful magic and dangerous spirits. Dog is loyal, generous, and helpful to those who show him kindness. He is single-minded, often to the point of stubbornness.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dolphin==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dolphin&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice on Artisan skill tests or Pilot (Watercraft) skill tests (choose one)&lt;br /&gt;
  |Magician=+2 for health spells, preparations, and spell rituals.&lt;br /&gt;
  |Adept=Gain Flexibility (2) power for free&lt;br /&gt;
  |Disadvantage=Followers are altruistic when it comes to helping people and cannot turn a blind eye to those who they believe deserve their help. It is difficult for them not to get involved when they see someone being bullied or obviously polluting the environment. If they see such a situation, it takes a Charisma + Willpower (3) Test for a follower of Dolphin not to intervene. If the job that the follower of Dolphin is on involves polluting the environment or becoming the bully/enforcer on those less deserving, then the follower loses 2 dice after each such deed until she atones. Atonement is up to the gamemaster but can involve time and money spent with charities.&lt;br /&gt;
  |Description=Followers of Dolphin are graceful, free-spirited characters who enjoy playful banter and have to move when music plays. They see things optimistically and believe there is good in the world despite current conditions of corporate politics and pollution. They are not naïve—at least, they don’t believe they are. They just have faith in humanity. Somehow.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Dragonslayer==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Dragonslayer&lt;br /&gt;
  |Similar=Heroism, Adventure&lt;br /&gt;
  |All=+2 dice pool modifier for one social skill of choice&lt;br /&gt;
  |Magician=+2 dice for Combat spells, preparations, and rituals.&lt;br /&gt;
  |Adept=1 free level of Enhanced Accuracy (skill) and 1 free level of Danger Sense&lt;br /&gt;
  |Disadvantage=If you break a promise, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you make good on your promise.&lt;br /&gt;
  |Description=This most heroic of mentor spirits is also the most fun loving. Though he fights to protect his own against all dangers, he loves a good party even more. He is a big brother who takes a friendly interest in everything his family does. Though sometimes naïve, he makes a staunch friend and a deadly enemy. The dragons he slays have changed with the times: current beasts include crime, pollution, corruption, and of course, actual dragons. Dragonslayer fights hard and plays hard. Once he has given his oath, he never breaks it. A Dragonslayer magician behaves with honor and respect, and demands the same from those around him.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Eagle==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Eagle&lt;br /&gt;
  |Similar=Nature, Warding&lt;br /&gt;
  |All=+2 dice to Perception Tests&lt;br /&gt;
  |Magician=+2 dice for summoning spirits of air&lt;br /&gt;
  |Adept=1 free level of Combat Sense&lt;br /&gt;
  |Disadvantage=You get the Allergy (pollutants, mild) quality (p. 322; no bonus Karma for this negative quality).&lt;br /&gt;
  |Description=Eagle is the highest-flying bird in the sky, considered the most noble by many cultures. He is proud and solitary, and sees everything happening in the world below. Eagles are noble defenders of the purity of nature. They are intolerant of those who do not share their views and have a strong distrust of technology and its tools. Those who damage nature are Eagle’s enemies, and Eagle will brave great danger to defeat polluters and other evildoers.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fire-bringer==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Fire-bringer&lt;br /&gt;
  |Similar=Invention, Generosity&lt;br /&gt;
  |All=+2 dice to Artisan skill tests or Alchemy skill tests (choose one)&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.&lt;br /&gt;
  |Adept=1 free level of Improved Ability on a non-combat skill&lt;br /&gt;
  |Disadvantage=When someone sincerely asks you for help, you can’t refuse without succeeding in a Simple Charisma + Willpower (3) Test.&lt;br /&gt;
  |Description=The Fire-Bringer stole the secret of fire from the heavens and gave it to metahumanity as a gift and a tool. He is a figure of kindness and concern, but his good intentions sometimes get him into trouble and his plans may fail to work out the way he envisions them. He is a shaper and a creator, forming new things from the primal clay and breathing the fiery spark of life into them. Fire-Bringers devote themselves to the betterment of others, even at their own expense. Most followers of Fire-Bringer throw themselves into a particular cause with great zeal.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Giraffe==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Giraffe&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 Assensing skill tests or +2 to Judge Intentions test (choose one)&lt;br /&gt;
  |Magician=+2 to Conjuring skill tests of air spirits&lt;br /&gt;
  |Adept=2 free levels of Piercing Senses&lt;br /&gt;
  |Disadvantage=A follower of Giraffe stumbles through social etiquette, as she believes the small talk and chitchat that are the core of social chatter are fundamentally dishonest and not worthy of her efforts. She can make a wide range of situations awkward and receives –2 dice for Etiquette skill tests.&lt;br /&gt;
  |Description=A follower of the Giraffe mentor spirit sees beyond the horizon.  She seeks to see/hear the truth beyond what is presented. A giraffe follower may seem a little off as she either looks off into space and appears to not pay attention or looks too intently at you as if she’s judging your soul.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Horse==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Horse&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice to Running or Pilot Ground Craft) tests (choose one)&lt;br /&gt;
  |Magician=Reduce Drain Value from Reckless Summoning by 1&lt;br /&gt;
  |Adept=May learn to use the Movement critter power as a metamagic (self only, 3 times a day)&lt;br /&gt;
  |Disadvantage=Followers of the Horse can’t sit still for long nor be confined indoors. They must spend at least four hours a day outside and be able to run or drive around (any method of travel faster than walking). If followers are not able to meet this condition, they suffer –1 die to all action skill tests. This penalty is cumulative, meaning if the follower is stuck at a desk all day (indoors and not moving around) for two days in a a row, they suffer –2 to all actions until they get that free time in.&lt;br /&gt;
  |Description=Followers of the Horse mentor spirit are the embodiment of freedom. They must be out in the open air and allowed to roam the open road. Followers are never intentionally stubborn or malicious, but they do not like to feel impeded or confined by someone else.  This unfortunately also means that followers of Horse may sacrifice personal relationships for freedom.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Monkey==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Monkey&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 to Gymnastics Tests involving climbing.&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category&lt;br /&gt;
  |Adept=2 free levels of Hang Time (SR5:SG p. 171)&lt;br /&gt;
  |Disadvantage=Because Monkey is not an assassin, the magician must succeed in a Charisma + Willpower (3) Test in order to strike a surprised opponent. Monkey must be able to watch his prank go off or see the look on the opponent’s face after taunting them, otherwise he suffers -1 to all Magic tests until the next sunrise/sunset.&lt;br /&gt;
  |Description=Monkey is clever and playful and finds people amusing.  A follower of Monkey is a foe of evil and enjoys taunting and frustrating the plans of those who would harm him or his friends. Magicians following Monkey like to taunt opponents, using magic to misdirect, confuse, or otherwise trick them into &amp;quot;learning their lesson&amp;quot; rather than seriously harming or killing them.&lt;br /&gt;
  |Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mountain==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Mountain&lt;br /&gt;
  |Similar=Endurance, Stubbornness&lt;br /&gt;
  |All=+2 dice to Survival Tests&lt;br /&gt;
  |Magician=+2 dice for Counterspelling Tests and anchored rituals&lt;br /&gt;
  |Adept=1 free level of Mystic Armor&lt;br /&gt;
  |Disadvantage=When a Mountain magician makes a plan, she sticks to it. You must make a Charisma + Willpower (3) Test to abandon a planned course of action in favor of a new one. If you fail, you must endeavor to continue with your original plan, even if it means going on alone. Similarly, you must succeed in a Charisma + Willpower (3) Test to proceed in anything without a plan.&lt;br /&gt;
  |Description=Mountain is rooted in the very heart of the Earth but reaches toward lofty heights. She has limitless strength and endurance, but Mountain’s inflexible nature limits her. Mountain is a stubborn and unyielding force, and Mountain magicians are difficult to persuade once they have made up their minds about something.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Oracle==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Oracle&lt;br /&gt;
  |Similar=Teacher, Mystic&lt;br /&gt;
  |All=+2 dice pool modifier for Arcana Tests&lt;br /&gt;
  |Magician=+2 dice for Detection spells, preparations, and rituals&lt;br /&gt;
  |Adept=Free Astral Perception&lt;br /&gt;
  |Disadvantage=You hate mysteries with a passion and can disappear for days trying to track down the answer. When confronted by a particularly haunting question (gamemaster’s discretion), you must take a Willpower + Intuition (3) Test. Failure means you must undertake an Intuition + Logic [Mental] (5, 1 hour) Extended Test to try researching the answer. Completion of the Extended Test does not necessarily mean you found the answer, but it at least silences the question in your mind for the time being.&lt;br /&gt;
&lt;br /&gt;
  When a follower of Oracle becomes a Grade 1 initiate (p. 324, SR5), she must choose Divination (p. 147) for her first metamagic rather than a Power Point or any other benefit.&lt;br /&gt;
  |Description=Past, present, and future—Oracle knows all and sees all. She peels back the veil of mystery and reveals what has been, what is, and what will be. Nothing escapes her notice, and things that are hidden do not remain hidden for long.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Peacemaker==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Peacemaker&lt;br /&gt;
  |Similar=Mediator, Pacifist&lt;br /&gt;
  |All=+2 dice pool modifier for Negotiation Tests&lt;br /&gt;
  |Magician=+2 dice to Detection spells, preparations, and rituals&lt;br /&gt;
  |Adept=2 free levels of Enhanced Perception&lt;br /&gt;
  |Disadvantage=You see even enemies as potential friends and go out of your way to keep from hurting anyone unless the situation truly warrants it. At the very beginning of combat, you must pass a Charisma + Intuition (3) Test; failure means you are unable to take actions that cause Physical damage for the duration of combat. At the beginning of a new Combat Turn, you may choose to retake the test if you failed the first time and you or a member of your team suffered damage in the previous Combat Turn.&lt;br /&gt;
  |Description=Deep down, all Peacemaker wants is for everyone to get along, even if they are currently mortal enemies. She believes every argument can be solved in some way; on the other hand, she knows some arguments require force or bodily harm in order get one’s point across.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Raccoon==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Raccoon&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 to Palming skill tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.&lt;br /&gt;
  |Adept=2 Improved Sense powers&lt;br /&gt;
  |Disadvantage=The Raccoon is commonly one of the Thief totems, so the followers can tend to err on the side of greed. A follower of Raccoon must make a Charisma + Willpower (3) Test to resist the urge to open that next locked door to look for something to steal, or to follow that Matrix rabbit trail in the quest for more paydata.&lt;br /&gt;
  |Description=Followers of Raccoon would not call themselves thieves.  Maybe entrepreneurs. They are inquisitive and have an intense curiosity about things, which can lead them into danger. They are above petty thefts and don’t delve into violent robberies. Followers of Raccoon are artists in the field of pilfering or trickery, and will strategize a plan that emphasizes their talent and flamboyance.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rat==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Rat&lt;br /&gt;
  |Similar=Survival, Scavenging&lt;br /&gt;
  |All=+2 dice for Sneaking Tests&lt;br /&gt;
  |Magician=+2 dice to Alchemy tests when harvesting reagents, and you may use reagents of any tradition&lt;br /&gt;
  |Adept=2 free levels of Natural Immunity&lt;br /&gt;
  |Disadvantage=A Rat magician must make a Charisma + Willpower (3) Test to not immediately flee or seek cover whenever caught in a combat situation. If there is nowhere to flee, she is forced to fight.&lt;br /&gt;
  |Description=Rat is found wherever humans and the things they discard are, for what other bounty can sustain him? Rat is a scavenger, a stealthy thief who takes what he needs to survive. He dislikes working out in the open, preferring to stick to the shadows. Rat avoids fights whenever he can when he must fight, he fights to kill quickly and move on.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Raven==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Raven&lt;br /&gt;
  |Similar=Deception, Mischief&lt;br /&gt;
  |All=+2 dice for Con tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Manipulation category.&lt;br /&gt;
  |Adept=Free Traceless Walk and 1 level of Voice Control&lt;br /&gt;
  |Disadvantage=You must make a Charisma + Willpower (3) Test to avoid exploiting someone else’s misfortune to your own advantage or to pull a clever trick or prank even if it’s to the disadvantage of your friends.&lt;br /&gt;
  |Description=Raven is a harbinger of trouble in cultures worldwide. He is a trickster and a transformer, dark and devious. Raven thrives off the bounty of carnage and chaos, but does not cause them—he merely knows an opportunity when he sees one. Raven loves to eat and rarely refuses an offer of food.&lt;br /&gt;
&lt;br /&gt;
  Raven is cousin to Coyote, who shares trickster inclinations with Raven but lacks his darkness and propensity for carnage.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sea==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Sea&lt;br /&gt;
  |Similar=Chaos, Greed&lt;br /&gt;
  |All=+2 dice for Swimming Tests.&lt;br /&gt;
  |Magician=+2 for summoning spirits of water&lt;br /&gt;
  |Adept=1 free level of Improved Ability on an athletic skill (select when receiving this bonus).&lt;br /&gt;
  |Disadvantage=You must make a Charisma + Willpower (3) Test to give away something you own or be charitable in some way.&lt;br /&gt;
  |Description=Sea is the birthplace of all living creatures. She is unfathomable and moody, tranquil and comforting one moment, fearsome and destructive the next. Though she possesses great wealth, she jealously guards what comes into her hands. Sea can be a powerful ally, but she must be courted with great care.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Seducer==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Seducer&lt;br /&gt;
  |Similar=Seductress, Temptation&lt;br /&gt;
  |All=+2 dice for Con Tests.&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Illusion category.&lt;br /&gt;
  |Adept=1 free level of Improved Ability for a skill in the Acting or Influence skill group.&lt;br /&gt;
  |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing a vice or indulgence (drugs, BTLs, sex, and so on) when it is made available.&lt;br /&gt;
  |Description=The Seducer is the incarnation of desire. He has many whims and vices that he must frequently satisfy. He encourages jealousy and greed, and seeks to inflame the wants of others. He avoids direct confrontation but gains pleasure when others fight for his attention or on his behalf. He exists to exploit weaknesses and will not hesitate to sacrifice those who get in his way.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shark==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Shark&lt;br /&gt;
  |Similar=Hunger, Violence&lt;br /&gt;
  |All=+2 dice to Unarmed Combat tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category.&lt;br /&gt;
  |Adept=Free Killing Hands&lt;br /&gt;
  |Disadvantage=You might go berserk when you take Physical damage in combat. Every time it happens, make a Simple Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 turns minus 1 turn per hit, so 3 or more hits averts the berserk rage entirely. If you’re already going berserk, increase the duration. When you’re berserk, you go after your attacker(s) without regard for your own safety. If you run out of targets before the time’s up, you keep attacking their bodies.&lt;br /&gt;
  |Description=Shark is a cold and relentless hunter. His power is known to all who live near the sea. When Shark strikes, he does so without mercy, driven into a frenzy by the blood of his prey. Shark magicians tend to be wanderers, always on the move. They are fierce and deadly warriors. A Shark magician believes the only good enemy is a dead enemy. If challenged, he does not waste time with threats or boasts but strikes to kill.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Snake==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Snake&lt;br /&gt;
  |Similar=Knowledge, Curiosity&lt;br /&gt;
  |All=+2 to Arcana tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Detection category.&lt;br /&gt;
  |Adept=2 free levels of Kinesics&lt;br /&gt;
  |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to avoid pursuing secrets or knowledge that few people know about when you receive hints of its existence.&lt;br /&gt;
  |Description=Snake is wise and knows many secrets. She is a good counselor, but always exacts a price for her advice. Snake characters fight only to protect themselves and others. They are obsessed with learning secrets and take great risks in order to do so. They trade their knowledge to others for whatever they can get in exchange.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spider==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Spider&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice to Computer skill tests&lt;br /&gt;
  |Magician=+2 dice for Illusion spells&lt;br /&gt;
  |Adept=Hang time (2)&lt;br /&gt;
  |Disadvantage=Followers of Spider are already paranoid about people having any misconceptions about them being insect shamans. They will keep such details from casual conversation. Followers of Spider also have taken advantage of the Matrix more than more traditional shamas in creating connections. This makes followers more agoraphobic as they avoid uncontrolled social situations and unfamiliar environments. They receive a –1 dice pool modifier to Magic tests while out in the open (this includes very large indoor rooms such as auditoriums, theatres, and stadiums). The penalty doubles if there is a large crowd of people to deal with.&lt;br /&gt;
  |Description=Spider likes to feel a connection to everything. To be at the center of a web connecting all sorts of news and able to feel the pulse of the world. Followers of Spider like to be in the know, establishing connections, be it directly with people or through surveillance. Some may feel that followers of Spider are nothing more than Awakened bloggers who scan the Matrix for tidbits of the truth.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Thunderbird==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Thunderbird&lt;br /&gt;
  |Similar=Anger, War&lt;br /&gt;
  |All=+2 dice for Intimidation Tests&lt;br /&gt;
  |Magician=+2 dice for summoning spirits of air&lt;br /&gt;
  |Adept=1 free level of Critical Strike (skill)&lt;br /&gt;
  |Disadvantage=A Thunderbird magician must succeed in a Charisma + Willpower (3) Test to avoid responding to an insult in kind.&lt;br /&gt;
  |Description=Thunderbird is a majestic creature who is storm incarnate. Her wings are dark clouds, her beak and claws lightning, and her cries the clap of thunder. She is a primal force, often savage but necessary to the survival of the land and the continuation of the cycle of life. Thunderbird is a force to be respected and approached with great care, lest her anger be roused.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Whale==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Whale&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice to Swimming or Pilot (Watercraft) skill tests (choose one)&lt;br /&gt;
  |Magician=+2 to Conjuring skill tests for spirits of wate&lt;br /&gt;
  |Adept=Receive 2 ranks in Iron Lungs (SR5:SS p. 23) for free.&lt;br /&gt;
  |Disadvantage=Because of their personal sense of ethics, followers of the whale must honor any agreement they enter into. This can be an oath to an organization or a verbal contract with a corporation. Failing to honor the contract or oath results in a loss of a point of Magic. The Whale mentor spirit understands if circumstances to complete the contract are out of the Awakened’s hands. For everything else, the follower can attempt to atone, but at the gamemaster’s discretion.&lt;br /&gt;
  |Description=Followers of Whale appreciate beauty and the longtime traditions of working in the arts. With a long life, they also hold personal honor and loyalty in high esteem. Those Whale adopts into her personal circle receive her total loyalty, and she expects the same in return.  Followers of Whale are patient in their work and will take the time to make sure all the details are complete.&lt;br /&gt;
  |Source=SR5:HS&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wise Warrior==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Wise Warrior&lt;br /&gt;
  |Similar=Duty, Wisdom&lt;br /&gt;
  |All=+2 to dice to Leadership or Instruction skill tests (choose one)&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals in the Combat category.&lt;br /&gt;
  |Adept=1 free level of Improved Ability on a Combat skill.&lt;br /&gt;
  |Disadvantage=If you act dishonorably or without courtesy, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you atone for your behavior.&lt;br /&gt;
  |Description=The Wise Warrior is skilled in the art of war, for battle is an art to her, an exercise in the powers of the mind as well as the body. She studies the tactics of her foes and overcomes them through a combination of superior strategy and battle prowess. The Wise Warrior does not act out of savagery or battle-lust, but from a position of knowledge and wisdom. Wise Warriors must follow the warrior’s code of honor and conduct themselves properly or risk the loss of favor.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wolf==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Wolf&lt;br /&gt;
  |Similar=Hunting, Fellowship&lt;br /&gt;
  |All=+2 dice to Tracking tests&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and rituals in the Combat category.&lt;br /&gt;
  |Adept=2 free levels of Attribute Boost (Agility).&lt;br /&gt;
  |Disadvantage=You must succeed in a Charisma + Willpower (3) Test to retreat from a fight.&lt;br /&gt;
  |Description=Wolf is recognized as a hunter and warrior worldwide. He is devoted to the other members of his pack. As the ancient saying goes, Wolf wins every fight but one—the one that kills him. Wolf magicians are loyal to friends and family unto death. They do not show cowardice in battle, and their word is their bond.&lt;br /&gt;
  |Source=SR5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Toxic Mentor Spirits=&lt;br /&gt;
See '''[[SR5:Magic:Dark Magic#Toxic Magic|Dark Magic, Toxic Magic]]''' for more details.&lt;br /&gt;
==Doom(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Doom&lt;br /&gt;
  |Similar=Destroyer, Reaper&lt;br /&gt;
  |All=+2 to Demolitions or a single Combat Skill of the character’s choice&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Combat category&lt;br /&gt;
  |Adept=Free Killing Hands power&lt;br /&gt;
  |Disadvantage=Followers of Doom must succeed in a Willpower + Charisma (3) Test to avoid a fight once it has begun, or to not enact a plan to do violence. If they fail, they must engage in combat until all opponents are defeated or flee.&lt;br /&gt;
  |Description=Doom embodies the desire of toxics to bring an end to all life on the planet. They seek to hasten the inevitable (as they see it) apocalypse and turn the world into a barren, polluted landscape. Followers of Doom see humanity as too tragically flawed to be allowed to survive, and thus carry out an agenda of total destruction. As a result of their nihilistic outlook, followers of Doom are isolationist and anti-social.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Disease(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Disease&lt;br /&gt;
  |Similar=Pestilent Rat, Contagion&lt;br /&gt;
  |All=+2 to resist all pathogens and toxins&lt;br /&gt;
  |Magician=+2 dice for summoning or binding plague spirits (toxic spirits of man)&lt;br /&gt;
  |Adept=Free Plague Cloud power (see p. 173)&lt;br /&gt;
  |Disadvantage=Followers of Disease must make a Charisma + Willpower (3) Test to not flee or seek cover whenever in a combat situation, unless they outnumber their opponents. If they begin a fight with greater numbers but then their side is reduced so that they no longer outnumber their opponents, they must make a test to avoid fleeing.&lt;br /&gt;
  |Description=Disease embodies the infection and virulence that is rampant in many areas of toxicity. It is the ultimate parasite of the world, subsisting off of the waste of others, growing and gaining strength in hidden or forgotten places. Followers of disease seek to spread its influence throughout the world, in a slow but steady infection of all things. Contrary to the norm, followers of Disease collaborate with each other and work in groups to achieve their goal. They find strength in numbers and avoid direct confrontation whenever possible, preferring to spread their infection and sap their enemies’ strength in subtle ways.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Mutation(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Mutation&lt;br /&gt;
  |Similar=Mutant Beast, Dark Darwinist&lt;br /&gt;
  |All=+2 dice to a Physical skill of the character’s choice&lt;br /&gt;
  |Magician=+2 dice for spells, preparations, and spell rituals of the Health category&lt;br /&gt;
  |Adept=Free Attribute Boost (level 2) power for a Physical Attribute of the character’s choice&lt;br /&gt;
  |Disadvantage=If a follower of Mutation finds themselves inferior to an opponent, they suffer a –1 penalty on all actions until they defeat their rival in that area, or overcome or compensate for the weakness in another way (such as acquiring a new power, spell, or augmentation).&lt;br /&gt;
  |Description=Mutation is the ultimate changer of ways. It seeks to alter every living thing into a new form, a new creation in its image. Mutation doesn’t hate life, but wants all life to be remade into whatever new forms it chooses. Followers of mutation conspire to control, manipulate, and change all living things. To that end, they spread pollution and corruption in subtle ways to make the change of mutation happen. Mutation also believes in improving living things through experiment and change. Its followers are obsessed with self-improvement, always looking for ways to make themselves better.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Pollution(TOXIC)==&lt;br /&gt;
{{SR5:Mentor Spirits&lt;br /&gt;
  |Name=Pollution&lt;br /&gt;
  |Similar=&lt;br /&gt;
  |All=+2 dice for Chemistry Tests when dealing with pollutants in any way; may default even if they do not have the Chemistry skill&lt;br /&gt;
  |Magician=+2 dice to summon or bind toxic toxic spirits of air, earth, or water (choose one)&lt;br /&gt;
  |Adept=Free Toxic Strike (see p. 176) power&lt;br /&gt;
  |Disadvantage=If they are in an area cleaner than their normal habitation, followers of Pollution must make a Willpower + Charisma (3) Test every day. If they fail, they must spend at least eight hours that day actively despoiling the land, regardless of any other plans they had for that time.&lt;br /&gt;
  |Description=Pollution embodies the defilement of the natural world and its destruction. Followers of pollution celebrate in the rape of the natural world and believe that pollution is the ultimate primal force in the Sixth World. Followers of Pollution believe they grow stronger as the industries of mankind grow and produce more of the irresistible power of corrupting chemicals.&lt;br /&gt;
  |Source=SR5:SG&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Apathy</name></author>
		
	</entry>
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