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Valid Levels: Any
COST: level x 0.25 PP
Characters with this power have a natural affinity for animals. Each level adds +1 die for any skill tests involving non-threatening handling attempts of animals, or attempts to threaten/frighten them.
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COST: 0.5 PP
The power allows the adept to modulate their voice in such a way to import greater weight to certain words, subliminally affecting and influencing target listeners.
An adept with this power makes a Complex Action and issues a forcefull but simple order (three words or less) to another character. The adept pits his Charisma against the target's Willpower in an Opposed Test. For each extra person beyond the first that the adept attempts to "hit" with this command, the adept suffers a +1 TN modifier. If the adept wins, the target takes their next Free or Simple action to either obey the command or pause in indecision (Gamemaster's Call). The order does not carry any weight beyond this initial moment, and determined characters will continue doing whatever they originally meant to. This power is most useful to temporarily distract or fluster opponents.
This power may only be used on metahumans who can directly hear -and- understand the adept. It does not work when transmitted or amplified via technological means (bullhorn, loudspeakers, amps, etc).
This power is less effective on subsequent uses; apply a +2 modifier each additional time the adept attempts to use Commanding Voice against the same character within a 24 hour period.
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Valid Levels: Any
COST: level x 0.5 PP
Characters with this power are unflappable in social situations. Each level of this power adds 1 die for resisting the use of Charisma-linked social skills against them to fool, manipulate, intimidate, and so forth. This power does not function vs. spells or critter powers, but is effective vs. other adept powers.
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COST: 0.5 PP per elemental variant
This power requires the adept to have Killing Hands at any level.
The adept can channel his power into creating a secondary effect of Acid (see Magic in the Shadows, pp 51-53) when he strikes with Killing Hands. This creates a visible effect around the adept's feet and hands. Creating the elemental effect requires a Simple Action, and remains in affect for (Magic Attribute) Combat Turns or until the adept uses a Free Action to extinguish it. The adept may use a Simple Action to switch to another type of Elemental Strike should they possess one. Elemental Strike may not combined with Distance Strike nor Delay Damage.
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Objects may be pitted or turned to sludge, tires may flatten, armor may be reduced by 1 Ballistic and Impact due to corrossion and pitting. See MITS p. 51 for more details.
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Broken glass, shattered plaster and so forth. Unreinforced walls and structures may be damaged by the effect. See MITS p. 51.
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Fire can ignite flammable materials. Highly flammable materials add -1 to their Object Resistance. Ammo may explode. Fuel may explode. See MITS p. 51-52
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Normal plants wither and die, water may freeze, vehicles need to make Crash Tests, and more. See MITS p. 51-52
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Intense light may overload optics, intense light may set fire to flammable materials. See MITS p. 51-52
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Lightning may short out electrical equipment. Apply a -1 to Object Reisistance against these effects. Metal firearms may be destroyed and ammo cooked off. Engines may short out. See MITS p. 51-52
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Shrapnel may shred opponents or reduce armor by 1. Fragments may confuse some sensors and scanning objects. See MITS p. 51-52
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Fine grit may jam or damage machinery or weapons not fully sealed. See MITS p. 51-52
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As a primary effect, smoke does stun damage. Continuing to inhale it can eventually overflow into physical damage. Secondary effects are limitation of vision, imposing a +4 modifier on visibility for the remainder of the combat turn.
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Water may short out electrical or electronic gear or vehicle engines, but not cyberware. See MITS p. 51-54
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COST: 1 PP
This power allows the adept to heal another person by transferring some or all of their wounds onto herself. The adept makes a Magic Test vs. a TN of (10-Target's Essence (round down)). The number of successes determines the maximum number of boxes of damage that can be transferred. The base time for this healing depends on the wound level transferred (use the Permanant Spell Base Time Table, SR 3 p. 178). Extra successes gained can reduce this base time.
The adept must maintain physical contact with the wounded character during the entire process. Additionally, only physical wounds may be transferred in this manner.
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COST: 0.5 PP
An Adept must have an Artistic Performance Knowskill (Dancing, Singing, Oration, etc.) before purchasing this power. The power only applies to the selected Knowskill (Enthralling Performance must be purchased separately if the adept would like to use it for more than one Knowskill.)
This power channels magic into the adept's performance, mesmerizing the audience with the flow of his movements or the cadence of his words and putting the audience at ease. Enthralling Performance induces a mild hypnotic state in the audience. The Adept makes an Open Test using the appropriate Performance Skill. Any audience members who fail to beat the Open Test with a Willpower Test give the adept their full, unwavering attention. While mesmerized, such characters suffer a +4 distraction penalty to Perception tests (instead of the usual +2 for distraction). Entranced audience members who are subjected to an act of stress (such as being knocked over or threatened) or obtrusive environmental distractions (like a gunshot) will automatically break out of the trance. The maximum period the adept can keep others entranced is equal to his Charisma * 10 in minutes.
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COST: 0.75 PP
This power allows the adept to change their facial features through slight shifts in muscle, bone, and cartilage and skin for a number of hours equal to their Magic Attribute.
Use of this power requires an Open Magic Test to determine the Target Number that others use for their Perception Tests to recognize them. This test requires (10-Willpower) minutes to perform.
Examples of what can be done:
Raise/lower cheek bones
Thicken/thin lips
Strech eyelids
Square/Round the chin
Alter Angle/Height of ears
Thin/Fatten the nose
Alter the perceived metatype (at least facially)
Create facial structe to speak Or'zet w/o penalty
If this power is used in conjunction with the Disguise skill to imitate a specific person, the target number of the Disguise Test is reduced by 2.
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Valid levels: Any
COST: level x 0.5 PP
This power allows an adept to add additional dice equal to the power's level during any Resistance tests against attempts to control or alter his mind. The power does not defend against any form of illusion spells nor does it defend against mana-based combat spells.
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Valid levels: Any
COST: level x 1 PP
This power allows an adept to add a number of additional dice equal to the power's level on any Spell Resistance test. It also protects against Innate Spell powers of critters, but no other magical actions.
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Valid levels: Any
COST: level x 1 PP
Adepts of the Magician's way can use this power to allow themselves to act as mages. The level of the power is the adept's effective Magic Attribute when using the magical skills of Conjuring and Sorcery. There are numerous other complicated benefits and restrictions to this adept power, as it is given a full path in the Magic in the Shadows source book. More information about the exact usage of the power should be gathered from there.
Note: max level 4 in CG
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This power allows to alter his hair or skin color /within the limits of natural skin tone/ for his metatype. This will last for a number of hours equal to his Magic Attribute.
Use of this power requires a Complex Action to shift either hair or skin one grade.
There are four standard grades of skin tone: albino, tan, brown, black. There are four standard grades of hair colour: white/grey, blonde, red/brown, black. Therefore, it takes three Complex Actions to go from albino to black skin tone.
The character may select variations within each skin tone/hair colour, of course.
At the end of the time period, the character must wait at least (Magic Rating) minutes to change their hair colour or skin tone again.
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COST: .5 PP
This power grants the adept the ability to gather information from multiple senses as well as concentrate on two separate actions or thoughts at the same time.
The benefit of this is that the adept may take -two- Free Actions per Initiative Phase. For example, the adept may read data off a screen while simultaneously listening to his comm, giving each his full attention.
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COST: 1 PP
This power allows the adept to channel their energy into the chakra/chi/ki/ch'i points of another living being (the adept may not use this power on themselves) in order to relieve pain, fatigue, stress, and tension.
To use this power, the adept makes a Magic Test with a target number equal to (10-the target's Essence), rounded down. Successes reduce the target's Stun by one level (i.e. from Serious to Moderate). This power requires a base time of thirty minutes, divided by the number of successes gained in the test (see below).
The adept must possess some form or variation of the following to use this power: Shiatsu massage, Reiki, or acupuncture. The number of successes in the above test is limited by the base rating in this skill, not modified by any form of magic, cybernetics, or bioware enhancements. (i.e. If the adept only has Shiatsu Massage at Rating 2, the most successes they can use from their test is 2, thereby reducing the base time to 15 minutes.)
This power requires skin to skin contact between the adept and the target for the entire length of the use of the power, as well as uninterupted concentration on the adept's part. This is considered an Exclusive Action on the adept's part. Any sort of combat, spellcasting, or other disruptive action immediately ceases the Pain Relief session with no benefit granted to the target.
Finally, this power can relieve Drain.
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Valid Levels: Any
COST: level x 0.25 PP
This power allows an adept to add additional dice equal to the power's level for Spell Resistance tests against detection spells. It has no effect on astral observances.
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COST: 0.5 PP
This power grants the adept incredible levels of control over their voice. They may change their pitch, tone, and modulation at will, as well as raise or lower their volume.
The adept may imitate sounds and attempt to disguise their voice, all within the range of normal metahuman vocalization (no infra- or ultra-sound), including mimicing the voices of others.
Use the adept's Intelligence in an Opposed Test against a voice recognization system's rating, or against another character's Intelligence whom they are attempting to fool.
Finally, the adept may "throw" their voice up to (Magic Attribute) meters away.
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