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Adept Powers
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Machine Interface
Cost: 3 pts
This adept power allows an adept to interface with a machine as if they had a vehicle control rig, cyber deck, direct neural interface, etc. An adept may use this power directly (as if by data jack) or indirectly (through a VCR, Cyber Deck, etc.) The adept need not physically touch the machine in question but must be within their magic rating in feet from it.
By: Deathmonger
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Lightning Speed
Cost: 1 point
This power gives the adept incredible speed over long distances. To show this, increase the adepts running multiplier by one.
By: Deathmonger
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Quantum Manipulation
Cost: 6 pts
Acording to the theory of Dr. Chitra Bhanau, the base level of existance for all things is a field of Quantum energy, which grants all beings energy to survive. With this secretive power the adept has learned to master this field and the powers that come with it. This may seem like the coolest and most uber of powers at first, but it is VERY rare, because after her theory was released, this power was perceived as an Anathema because after its use the wielder comes closer to insanity, after most of the users when bonkers, and were either killed, imprisoned, or in hiding. This power has become very hard to find. and the player must have a DAMNED good reason to have it.
Effect: With this power the character can fluxuate the Essence of all things, by using this power he must roll willpower against a target of his opponents or his own essence +2. For each success he can use one level of a spell.
Example: Chucky, a Quantaquenetik, is trapped in a corner surrounded by three Seader-Krupp security goons. Deciding he would like to smoke the whole group, he comes upon the powerball spell whose effect he would like to manipulate. He decides that since the essence of one of cybered-up guards is lower it will be easier to manipulate his feild. He rolls and scores 4 successes against a diff of 3. He is able to power ball the group at level 4. He walks away from the scene as the gaurds lay there in a smoking heap.
Downside: each time the player uses this power he runs the risk of going insane, each use and he must roll his will against a target of 6 and must get atleast 2 successes. Or he goes nuts and is no longer in control of himself (ie he must write up a new character) also when the character takes this power he is no longer able to use any other adept powers becuse the essence it takes to fuel these poweres is all devolted to manipulating the quantum field.
By: Fallen Bishop
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Crushing Blow
Cost: 1
This power enables the adept to focus magical energy and releases it during close combat. The adept must first win in combat. The adept then must make a Willpower test against a target number of the targets Body. If the test succeeds, then the target must resist. This attack does deadly damage with a power equal to the adepts Magic rating. The attack is unaffected by armor and is not compatible with the power of Distance Strike.
By: Deathmonger
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Controlled Strike
Cost: .5 per level (Max. lev. 4)
This power gives an adept super control over the location of his attacks. For each level of the power reduce the target number for called shots in close combat by -1.
By: Deathmonger
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Distract
Cost: .5
This power allows the adept to distract his opponent during close combat. The adepts opponent receives a +2 modifier for all close combat tests made while in combat with the adept.
By: Deathmonger
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Ghost
Cost: 3
This power makes the adept invisible to all machines, with the exception of cybereyes. Sensors won’t detect them, lasers won’t get tripped, and cameras can’t register their presence. Non electronic means of detecting the adept work as normal.
By: Deathmonger
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Gecko Crawl
Cost: .5
The gecko crawl power enables the adept to adhere to almost any type of surface. Adept may use this power to climb walls or stick to ceilings, or the undercarriage of cars or just about anything else you can think of. Although constant jarring or force can make the power useless.
By: Deathmonger
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Parry
Cost: 2
Parry allows an adept to catch an incoming fist or weapon in a manner which is not harmful to the adept. To do so, an adept must make a successful reaction test with a target number of 10 minus the opponents target number to hit him.
By: Deathmonger
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Dodge
Cost: 2
This power gives the adept the ability to jump out of the way of incoming bullets. To do this, the adept must make a successful reaction test with a target number of 10 minus the enemies target number to hit plus the number of bullets fired. Also add any wound modifiers to the adepts target number. The target number may not go below 2.
Example: Samurai Bob and Psyche, an adept, are in the middle of a fight. Psyche just want to get out but Bob is right on her tail. She turns around just in time to see Bob fire a three round burst at her. Bob rolls, his target number is 6) and gets some successes. Psyche makes an attempt to dodge the shot. She rolls her reaction with a target number of 7 to dodge. (10-6+3=7) Lucky for her, she gets a success and darts around a corner as the bullets whiz down the street.
By: Deathmonger
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Penetrating Attack
Cost: 1
The penetrating attack power allows an adept to attack from a distance by moving in and out with blinding speed. This power gives the adept the equivalent of a +1 to their reach in close combat.
By: Deathmonger
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Bounding Leap
Cost: .25 per level
For each level of the bounding leap power an adept possesses, it lets them jump 2 meters in addition to their normal jumping distance.
By: Deathmonger
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Advanced Regeneration
Cost:10
This power quadruples healing time, makes death almost impossible, and the only wounds the character takes are those inflicted to the heart. Yes, this means brain tissue, spinal parts and other central nervous system things are indestructible. Of course along with this power comes a strict diet of meat, as without the consistent flow of essence the power is useless.
By: Fallen Bishop
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Cold Blooded
Cost: 1
An adept with this power possess the power to maintain a body temperature close to that of the surrounding area. This makes the adept very hard to detect on thermographic sensors. To show this, apply a +4 modifier to tests against the adept using thermographic sight of sensors.
By: Deathmonger
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Enhanced balance
Cost: .5 per level
This power enables an adept to balance themselves with minimal effort. For each level of this power, an adept receives a -1 modifier to all balance related tests.
By: Deathmonger
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Enhanced Smashing Blow
Cost: 2
This power functions almost exactly like the smashing blow power except the user subtracts their magic rating from the barrier rating of the object they are hitting. This power is common among adepts who participate in the martial arts breaking tournaments. If the player already has smashing blow, the power costs 1 point. This power also allows the adept to strike a barrier through another barrier. For example, the adept in question may break the bottom brick in a stack of bricks without effecting the other bricks.
By: Deathmonger
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