Perception Adept Powers Information

Astral Perception

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COST: 2 PP
This power allows an adept to astrally percieve as a mage would. It does not allow an adept to astrally project.

Blind Fighting

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COSTS: 0.5 PP
Visibility modifiers for full darkness or blind fire are reduced to +4. Standard bonuses of cover remain the same.

Combat Sense

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Valid Levels: 1 2 3
COSTS: level x 1 PP
This power grants an adept extra Combat Pool dice and the ability to use them on your Reaction test in surprise situations. Level 1 gives 1 extra die, Level 2 gives 2, and Level 3 gives 3. Level 1 allows 1/4 of the combat pool to be used on a Reaction test, Level 2 1/2, Level 3 all of them.

Direction Sense

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COSTS: 0.25 PP
With a successful Perception(4) test, an adept will know her direction and position relative to the ground using this power.

Eidetic Sense Memory

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COST: 0.5 PP
This power grants near-photographic memory of any sensory input. They can remember what they see, the way things smell, textures, the way food tastes, and so forth. Game-wise, this power gives the adept +2 dice for any Intelligence Test to remember sensory input. If this power exists on a character with Mnemonic Enhancers, use the greater of the two modifiers; they do not combine. Finally, the character can 'photo-read' ability, allowing you to read 10 times the speed of an average person of your intelligence and education level.

Electromagnetic Sense*

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COST: 0.25
Normal human beings can feel strong currents of electromagnetic fields through their tactile senses. This power would be an enhancement of that, allowing the adept to make a tactile based perception check to detect nearby electronics, provided it uses enough juice. The target number should roughly be based off of the voltage something uses. A light or camera might be easy to detect while a ultrasound emitter or a ruthenium suit would be distinctly more difficult to isolate. Range is magic in meters. This power would also allow sensing of fields generated by magnets in a similar manner. One can be affected by multiple strong field, disrupting a clean signal. For every electrical device in range, a +1 mod is applied to detect the location of a specific electronic device. This sense cannot be used to identify devices, merely detect that they are there. (MAD in the wall, etc. But you wouldn't know it was a MAD, merely that SOMEthing is in the wall.)

Empathic Reading

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Valid Levels: Any
COST: level x 0.25 PP
This power grants the adept greater ability to determine if someone is telling the truth or lying. The adept reads unconscious body language and biological signs people exhibit. The adept receives a -1 TN modifier per level to determine if a target is lying.

To determine if someone is lying, the character makes an Intelligence Test against the lying character's Negotiation's Open Test — Empathic Reading reduces the result, as mentioned, by -1 per level.

Empathic Sense

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COST: 0.5 PP
This power allows a LOS ability to evaluate the emotions of others by a Perception(4) test. The information gained is comparable to the emotional information listed on the Assensing Table. Unless the adept is himself an initiate, Masking counters the power.

Enhanced Perception

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Valid Levels: Any
COST: level x 0.5 PP
This power provides an extra number of dice equal to its level on Perception tests. The number of extra dice cannot be greater than the least of either the adept's Magic or Intelligence attribute.

Flare Compensation

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Cost: 0.25 PP
This power functions in the exact same way that cybernetic flare compensation works.

High-Frequency Hearing

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COST: 0.25 PP
Conveys the normal benefits gained by cybernetically granted High-Frequency Hearing.

Improved Hearing

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COST: 0.25 PP
The Improved Hearing Power has the same game effect as the Hearing Amplification Ear Cyberware, -2 TN to most auditory Perception Tests.

Improved Scent

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COST: 0.25 PP
This power allows one to identify scents specifically and sense the presence of someone presently or in the recent past by their distinct scent. Target modifiers for the local environment apply.

Improved Taste

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COST: 0.25 PP
This power allows an adept to identify the ingrediants of anything she tastes by a successful Perception test.

Low-Frequency Hearing

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COST: 0.25 PP
Conveys the normal benefits gained by cybernetically granted Low-Frequency Hearing.

Low-Light Vision

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COST: 0.25 PP
This power grants the same advantages that low-light cybernetic enhancements give.

Magic Sense

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COST: 0.5 PP
This power allows an adept to sense magic effects and energies according to the Detection Spell Table (pg. 192 SR3) with a Perception test. The radius of effect is the adept's Magic Attribute * 5.

Microscopic Vision

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COST: 0.25 PP
This power grants the equivalent advantages of the cybernetic enhancement of microscopic vision.

Motion Sense

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COST: 05
This power allows the adept to detect objects, creatures, or people by minute fluctuations in the mana around them, even when their five ordinary senses detect nothing. The range on this power is equal to the adept's Magic Rating in meters.

The adept may make a Perception Test against the object/person/creature moving into their range, using the table below or against the target's Open Stealth Test (if stealthing); apply any Background Count in the area as a Target Number modifier. Only one success is necessary to detect the object.

If a target is detected, the adept receives a -2 reduction to vision TN modifiers to strike at it. This power cannot detect movement through an Astral Barrier of any type.

Motion Sense Test
Moving thing is: TN
Smaller than a house cat 8
Smaller than average metahuman 6
Average mid-sized metahuman 4
Larget than mid-sized metahuman 2

Sixth Sense

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Valid levels: Any
COST: level x 0.25 PP
This power allows an adept to add additional dice to Reaction tests per level when in a Surprise situation. The dice cannot be applied to normal Reaction tests, only those in a Surprise situation.

Sound Dampening

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COST: 0.25 PP
This power grants the same advantages as the cybernetic enhancement sound dampening.

Supernatural Balance

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COST: 0.25 PP
Works as the Balance Augmenter cyberware in all ways.

Thermographic Vision

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COST: 0.25 PP
This power grants the same advantages as the cybernetic enhancement thermographic vision.

Time Sense

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COST: 0.25 PP
This power gives an adept a fairly exact sense of the current time, much like the effects of the Retinal Clock. It can also be used to give a 'countdown' of sorts.

True Sight

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COST: 0.25 PP
This power gives an adept additional dice equal to the power's level for Resistance tests against an illusion-spell or critter.

Ultrasound Voice*

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COST: 0.25 PP

Allows the adept to produce ultrasonic sound the equivalent of an ultrasound sight.

Ultrasound Vision*

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COST: 0.25 PP

This power mimics the cyberware Ultrasound Vision.

Reduces visibility modifiers by half.

Indirect Illusion spells that affect sight do not affect user.

+4 TN to any target visible only through ultrasound

Indirect Illusion spells that affect sound DO affect user.

Add the rating of any White Noise Generators in the area to any TNs involving ultrasound vision.

Ultrasound Vision requires Ultrasound Voice or an Ultrasound Emitter to function.

Vision Magnification

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Valid Levels: 1 2 3
COST: level x 0.25
This power grants the same advantages as the cybernetic enhancement vision magnification.

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

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