Difference between revisions of "SR5:Adept Powers"

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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.
 
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.

Revision as of 18:59, 10 March 2016

Spell List Ritual List Spirit List Adept Powers List Mentor Spirits List Metamagics List Traditions List

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.

Adept Drain
Some powers cause Drain. The Drain from adept powers is Stun unless specified in the description, and is resisted with Body + Willpower.

Adrenaline Boost

Prerequisite NONE
Cost 0.25 pp per level
Activation Free Action
Duration 1 Combat Turn
Source Core
Initiative Score
+2 Per Level
After Duration
Drain Per Level

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.

Analytics

Animal Empathy

Astral Perception

Prerequisite NONE
Cost 1 PP
Activation Simple Action
Duration Constant
Source Core

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).

Attribute Boost (Attribute)

Prerequisite NONE
Cost 0.25 PP per level
Activation Simple Action
Duration 2xBoost Hits
Source Core
Boost Attribute
Magic + Level Test
Limitation
Only affects Dice Pools (Not Limits or Initiatives)
After Duration
Drain Per Level

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.

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.

Berserk

Berserker's Rage

Blind Fighting

Cloak

Cool Resolve

Combat Sense

Prerequisite NONE
Cost 0.5 PP per level
Activation -
Duration Constant
Source Core
Defense
+1 DP Per Level against Ranged and Melee Attacks
Surprise Attacks
Perception Test before being attacked

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.

Commanding Voice

Counterstrike

Critical Strike (Skill)

Prerequisite NONE
Cost 0.5 PP
Activation -
Duration Constant
Source Core
Melee Skill
+1 DV when using that skill

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.

Danger Sense

Prerequisite NONE
Cost 0.25 PP per level
Activation -
Duration Constant
Source Core
Surprise Attacks
+1 DP per Level on Surprise Tests

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.

Elemental Body

Elemental Strike

Elemental Weapon

Empathic Healing

Enhanced Perception

Prerequisite NONE
Cost 0.5 PP per level
Activation -
Duration Constant
Source Core
Perception Tests
+1 DP Per Level
Assensing Tests
+1 DP Per Level

This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.

Enhanced Accuracy (Skill)

Prerequisite NONE
Cost 0.25 PP
Activation -
Duration Constant
Source Core
Weapon Skill
+1 Accuracy when using Skill

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.

Facial Sculpt

Flexibility

Freefall

Hang Time

Improved Ability (Skill)

Prerequisite NONE
Cost 0.5 PP per level
Activation -
Duration Constant
Source Core
Skill Rating
+1 Per Level
Max Improvement
1.5 x Current Skill Level (Round Up)

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).

Improved Physical Attribute

Prerequisite NONE
Cost 1 PP per level
Activation -
Duration Constant
Source Core

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.

Improved Potential (Limit)

Prerequisite NONE
Cost 0.5 PP per level
Activation -
Duration Constant
Source Core

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.

Improved Reflexes

Prerequisite NONE
Cost Variable, see table
Activation -
Duration Constant
Source Core
Reaction Increase
+1 Per Level
Initiative
+1D6 Per Level (Max 5D6)

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.

IMPROVED REFLEXES TABLE
PP COST LEVEL
1.5 Level 1
2.5 Level 2
3.5 Level 3

Improved Sense

Prerequisite NONE
Cost 0.25 PP each
Activation -
Duration Constant
Source Core
Direction Sense
+2 Navigational Skill
Perception+Intuition(2) Test
Improved Tactile
+2 Dice to Tactile Perception Tests
Perfect Pitch
Perception+Intuition(2) Test
Human Scale
Perception+Intuition(2) Test

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).

In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:

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.
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.
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.
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.

Inertia Strike

Killing Hands

Prerequisite NONE
Cost 0.5 PP
Activation Free Action
Duration Constant
Source Core
Unarmed Attacks
Choose between Stun or Physical Damage

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.

Kinesics

Prerequisite NONE
Cost 0.25 PP per level
Activation -
Duration Constant
Source Core
Social Tests
+1 DP to Resist
Judge Intentions
+1 DP to Resist
Assensing
+1 DP to Resist
Truthfulness Test
+1 DP to Resist

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.

Kinesics Mastery

Light Body

Prerequisite NONE
Cost 0.25 PP per level
Activation -
Duration Constant
Source Core
Jump Distance
+1 DP Per Level to Agility when Jumping
Gymanstics Test
+1 DP Per Level when Jumping
Falling Damage
Reduce Distance by 1 Meter Per Level

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.

Linguistics

Magic Sense

Melanin Control

Metabolic Control

Missile Mastery

Missile Parry

Prerequisite NONE
Cost 0.25 PP per level
Activation Interrupt Action (–5 from Initiative Score)
Duration Constant
Source Core
Ranged Attacks
+1 DP to Defense
Limitation
Requires 1 Free Hand

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.

Motion Sense

Mystic Armor

Prerequisite NONE
Cost 0.5 PP per level
Activation -
Duration Constant
Source Core
Armor
+1 Per Level
Astral Combat
+1 Armor Per Level

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.

Natural Immunity

Prerequisite NONE
Cost 0.25 PP per level
Activation -
Duration Constant
Source Core
Toxins and Disease
+1 DP to Resistance Tests

Add +1 die per level to your tests to resist toxins and disease.

Nerve Strike

Nimble Fingers

Pain Relief

Pain Resistance

Prerequisite NONE
Cost 0.5 PP per level
Activation -
Duration Constant
Source Core
Condition Monitor
Shift Wound Modifiers down one box Per Level
Withstand Suffering
+2 DP Per Level to resist pain from torture, magic, illness, etc.

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.

Penetrating Strike

Plague Cloud

Rapid Draw

Rapid Healing

Prerequisite NONE
Cost 0.5 PP per level
Activation -
Duration Constant
Source Core
Healing Tests
+1 DP Per Level to Body
+1 DP Per Level to magical and mundane healing tests

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.

Riposte

Skate

Smashing Blow

Spell Resistance

Prerequisite NONE
Cost 0.5 PP per level
Activation -
Duration Constant
Source Core
Resistance
+1 DP Per Level against Spells, Spell Rituals, Preparations, and Spell Powers

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.

Spirit Claw

Spirit Ram

Stillness

Sustenance

Temperature Tolerance

Three-Dimensional Memory

Toxic Strike

Traceless Walk

Prerequisite NONE
Cost 1 PP
Activation -
Duration Constant
Source Core
Enemy Perception Tests
-4 DP to hear
Enemy Tracking Tests
-2 DP to track
Deep Snow
Walk across without sinking
Sensors
Do not activate vibration or pressure sensors

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.

Voice Control

Prerequisite NONE
Cost 0.5 PP per level
Activation -
Duration Constant
Source Core
Fool Voice Recognition
Impersonation+Charisma+Level[Mental] vs 2xRating
Impersonation+Charisma+Level[Mental] vs Perception+Intuition
Social Limit
+1 Per Level

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.

You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.

Wall Running

Prerequisite NONE
Cost 0.5 PP
Activation Simple Action
Duration Single Action Phase
Source Core
Run up Walls
Running+Strength[Magic]
Hits indicate meters
Can combine with Sprint Action

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.