Combat Adept Powers Information

Counterstrike

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Valid Levels: Any
COST: Level x 0.5 PP
This power allows an adept an additional amount of dice equal to the level of the power on all Counterattack tests for melee combat.

Delay Damage (obvious)

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COST: 1 PP
This power allows an adept to make an attack against a target and set a time period within 24 hours in which the damage will be felt. An obvious attack must be made, it just seems to do no damage at the time. The adept must sustain the Delay Damage power and suffer a +2 modifier to all tests until the damage has been taken, dropping the sustainment will dissipate the damage. The Delayed Damage can be dispelled by rolling against the power of the attack and taking drain at the damage leve, of the attack.

Delay Damage (silent)

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COST: 2 PP
This power allows an adept to make an attack against a target and set a time period within 24 hours in which the damage will be felt. The attack merely needs to be a brush or touch, the target will usually not notice. No Combat Pool dice may be used on that attack, but the target may not defend or counterattack. The adept must sustain the Delay Damage power and suffer a +2 modifier to all tests until the damage has been taken, dropping the sustainment will dissipate the damage. The Delayed Damage can be dispelled by rolling against the power of the attack and taking drain at the damage level of the attack.

Distance Strike

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COST: 2 PP
This power allows an adept to make a melee attack from a distance. The range is equal to the adept's Magic attribute in meters. The target cannot counterattack, and reach modifiers are discounted, but all other norms of melee combat apply.

Gentle Strike*

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Level COST
L Stun 0.25 PP
M Stun 0.5 PP
S Stun 1 PP
D Stun 2 PP

This power functions similarly to Killing Hands. When an adept attacks using this power, the strike does (STR)Level stun damage, but does it through a similar form of attack to that caused by some stun attacks — it leaves no physical traces on the opponent such as signs of being beaten. Attacks using this power will never cause overflow into physical damage. Trauma dampers or other items in the target that reduce stun damage *are* effective against this adept power.

Killing Hands

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Level COST
L 0.5 PP
M 1 PP
S 2 PP
D 4 PP

This power allows an adept to turn a melee attack which normally causes stun damage into an attack that does the powers damage level in physical damage. Defensive bonuses for creatures with Immunity to Normal Weapons do not apply, and the ability may be used to attack in the astral as long as the adept is percieving.

Missile Mastery

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COST: 1 PP
This power allows adepts to use non-weapon objects with the Throwing Skill to cause (half the adept's Strength rounded down)L physical damage if the object is pointed, or stun damage if it is blunt. Armor reductions apply as normal. With orthodox missile weapons, the adept adds +2 to the weapon's Power.

Missile Parry

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COST: 1 PP
This power allows an adept to catch missiles thrown at her. The adept must roll a Reaction test plus combat pool against a target number of 10-<range base TN>. She must generate more successes on the test than her attacker. This is a free action.

Mystic Armor

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Valid Levels: Any
COST: level x 0.5 PP
+Rating to Impact Armor

Mystic Blade

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Valid Levels: 1 2
COST: Level x 2 PP
Requires Killing Hands as a prerequisite.
Allows use of Killing Hands (and any linked abilities) at +1 Reach compared to natural.
Manifesting Mystic Blade is a free action.
Can have up to Rating Mystic Blades manifested at the same time.
The form of the Mystic Blade is chosen when the power is purchased, and determines what skill (Edged Weapons, Clubs, Cyber-Implant Combat, etc) must be used for all attacks with the Mystic Blade power.

Nerve Strike

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COST: 1 PP
This power allows an adept to reduce a target's Quickness by rolling a standard unarmed attack against a base target number of 4 plus the impact armor of the person he strikes. Each two successes reduce the target's quickness by one. Reducing the Quickness to zero leaves the target paralyzed. Quickness is recovered at one point per a minute. The base target number for critters is 6 instead of 4.

Power Blow*

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Valid Levels: Any
COST: Level x 0.75 PP
This skill does not need a barehanded attack. It focuses magical energy into the point of attack, so the character adds the influence of the Power Blow to any melee attacks. Ranged combat cannot be improved because the adept cannot be in direct contact with the projectile to channel the magical energy. Each .75 adds +1 to the power of the attack. Note that this ability cannot be used with the electrical damage from stun gloves, stun batons, etc., as that effects are soley technological, but they may still increase the physical damage from the blow.
This power's effect is limited to half the adepts magic rating, or the adept's unmodified level in the associated combat skill, whichever is lower.

Power Throw*

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Valid Levels: Nine
COST: 1 PP

This power adds 2 to the characters effective Strength solely for the purpose of determining range and damage of thrown weapons and objects. The bonus from this power is cumulative with that of Missile Mastery.

Quick Draw

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COST: 0.5 PP
This power allows an adept to quick draw weapons other than pistols using the standard quick draw rules.

Quick Strike

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COST: 3 PP
This power allows an adept to act first in one Initiative Pass per a Combat Turn. The adept's action is then used up for that Initiative Pass. The adept must have the ability to take an action during that Initiative Pass, and he must be unwounded.

Shockwave

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COST: 3 PP
Allows an adept to knock an opponent away.
Net Successes in a Melee Combat Test may be spent to knock opponent back 1m per success, up to a maximum of the wielder's Magic Attribute. Individual Net Successes may still be retained to stage damage as normal.
If the opponent stages the damage down to nothing during the Damage Resistance Test this power has no effect.
If this power affects an opponent, they are Prone.

Notes: *Powers with this asterisk are custom powers found on Denver Shadowrun MU*.

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