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Valid Levels: Any
COST: level x 0.25 PP
This power grants a boost in the Body attribute equal to the power's level by making a Magic test against one half of the unaugmented Body attribute. The number of Combat Turns the boost lasts is equal to the number of successes on the test. At the end of this time period, the adept must roll Drain against a target number equal to half the boosted Body attribute (round up). The damage level of the drain is Light if the boosted Body attribute is less than or equal to the adept's Ractial Modified Limit, Medium up to the Racial Attribute Maximum, and Serious up to 2x the Racial Modified Limit. The power is only compatible with the Improved Physical Attribute power and no other enhancement technological or magical.
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Valid Levels: Any
COST: level x 0.25 PP
This power grants additional dice equal to the level for any Resistance test against toxins or diseases.
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COST 0.5 PP
This power acts as one level of Rooting (see Rooting), as well as allowing the adept to act as a stable firing platform. When deeply rooted, the adept reduces all recoil penalties by half (round down). The adept has a firing arc of 90 degrees to the front, and may only turn up to 90 degrees per action. Turning off this power requires a Complex Action.
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Valid Levels: 1 2
COST: level x 0.5 PP
This power reduces the target number for Athletics (Escape Artist) tests by 1 per level. This also applies to holds in unarmed combat.
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Valid Levels: Any
COST: level x 0.25 PP
This power allows an adept to subtract 2 meters * <freefall power level> when determining the amount of damage needed to resist. This effectively means that if the distance is less than the amount the adept could subtract, he does not need to make a Damage Resistance test.
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COST: 1 PP
This power allows the adept to run up to (Magic Attribute) meters across tangible surfaces that would not normally support their weight, such as thin ice, water, or even fragile tree limbs or lines. Any attempt to run longer distances requires landings and multiple uses of this power.
Using this power with Acrobatics, Jumping, or other measures will require an Athletics (Skill) Test against a target number assigned by the GM, with the move being considered at least Difficult.
The secondary effects of the movement and vibration still apply to this power; however, when combined with Traceless Walk these effects are removed.
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Valid Levels: Any
COST: level x 0.25 PP
This power allows adepts to add extra dice equal to the level for jumping tests. The level is also added to the character's Quickness when determining the maximum distance he can leap.
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Valid Levels: 1 2 3
COST: level x 0.25 PP
This only refers to Performance/artistic knowledge skills.
Improved Ability is described on p. 163 SR3. However, increasing numbers of adepts have learned to expand the limits of this ability through training, practice, and natural talent beyond the original scope, so that it is now applicable to other -performance or artistic- skills. When taken the skill this applies to must be selected and GMnoted on the PC.
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Valid Levels: Any
COST: level x 0.5 PP
Adds a number dice equal to the powers level to roll to a combat skill. There extra dice are usable with all specializations of that skill as well. If you default to to a skill enhanced like this, you can only use half of those dice. This power level of this power is not allowed to be higher than the lower of base skill or magic attribute. This power is not increasing the level of the skill, just adding dice you can roll for the skill. That means you can only add CP up to the level of the base skill and not the enhanced skill.
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Valid Levels: Any
COST: level x 0.25 PP
This power operates under similar rules as Improved Ability (combat). The allowable skills for this power are Athletics, Diving, and Stealth.
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Valid Levels: Any
COST: Variable
Adds its Rating to Body.
Costs 0.5 Power Points base, double cost to raise above racial maximum.
Counts as a 'natural' attribute increase for karma-cost skill/attribute raises.
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Valid Levels: Any
COST: Variable
Adds its Rating to Quickness.
Costs 0.5 Power Points base, double cost to raise above racial maximum.
Counts as a 'natural' attribute increase for karma-cost skill/attribute raises.
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Valid Levels: 1 2 3
COST: 2 3 5 PP
This power works similarly to the Wired Reflexes cyberware, adding +2 to Reaction and an extra Initiative die per level. It may never be combined with other improvements to Reaction or Initiative.
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Valid Levels: Any
COST: Variable
Adds its Rating to Strength.
Costs 0.5 Power Points base, double cost to raise above racial maximum.
Counts as a 'natural' attribute increase for karma-cost skill/attribute raises.
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COST: 0.5 PP
This power allows the adept to make a powerful melee or unarmed attack, channeling energy into knocking his opponent down.
The base damage level of the attack is reduced by one (1) but, the opponent must make a knockdown test, even if no damage is sustained. This knockdown roll is made as if the damage level was one level higher than the base attack. A character who is inflicted with a serious wound or worse is automatically knocked down.
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Valid Levels: Any
COST: level x 0.25 PP
A character with this power can eat and digest just about anything, and his body will pass it without harm. Each level in Iron Gut reduces the Power of ingested toxins by 2 (to a minimum of 2).
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Valid levels: Any
COST: level x 0.25 PP
An adept with the Iron Lungs power has expanded lung capacity. Each level increases the amount of time that the adept can hold his breath by an extra 45 seconds. Also, each level reduces Fatigue Tests by -2.
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COSTS: 0.5 PP
This power grants the adept the ability to perform simple reflex and timing tricks more effectively.
The adept enjoys +1 die to Stealth or Quickness Tests involving sleight-of-hand actions.
Also, the following Simple Actions are considered Free Actions for the adept:
Insert Clip
Pick Up/Put Down Object
Remove Clip
Use Simple Object
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Valid Levels: Any
COST: Level x 0.5 PP
This power allows an adept to subtract the level from the number of boxes he has in either Stun or Physical damage when determining target modifiers. This effectively means that if the amount of damage is less than the adept's level of the power, he can ignore target modifiers altogether. The power also allows him to pose a modifier of -<Pain Resistance level> to any TN for a Body or Willpower test to resist cohersion through interrogation or torture, or to resist the effects of illness, magic, etc.
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Valid Levels: 1 2 3
COST: Level x 0.75 PP
This power allows the adept to channel great force, or possibly detect weak spots, while making an unarmed attack, thereby bypassing the target's Impact Armor.
For each level of the power, the adept to reduce the target's Impact Armor rating by 1 for purposes of determing damage only.
This power functions with Killing Hands, Gentle Hands, and Nerve Strike, but it does not function with Distance Strike or Inertial Strike.
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Valid Levels: Any
COST: level x 0.25
This power grants a boost in the Quickness attribute equal to the power's level by making a Magic test against one half of the unaugmented Quickness attribute. The number of Combat Turns the boost lasts is equal to the number of successes on the test. At the end of this time period, the adept must roll Drain against a target number equal to half the boosted Quickness attribute (round up). The damage level of the drain is Light if the boosted Quickness attribute is less than or equal to the adept's Racial Modified Limit, Medium up to the Racial Attribute Maximum, and Serious up to 2x the Racial Modified Limit. The power is only compatible with the Improved Physical Attribute power and no other enhancement technological or magical.
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Valid Levels: Any
COST: level x 0.5 PP
This power allows an adept to add a number of extra dice equal to the power's level for any Body tests for Healing, as well as Body tests for determining whether an injury sustained is a Deadly Wound. Rapid healing cannot be used on tests against Magic loss.
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Valid Level: Any
COST: level x 0.25 PP
This power allows the adept to stabilize Deadly wounds as well as minimize secondary effects of such wounds, such as cracked bones, severed limbs, and so forth. Each level of Resilience adds +1 die for stabilization tests (page 129, SR3)
Also, the adept gains an extra die per level when checking for Permanent damage from Deadly wounds (SR3, page 127)
Finally, the power reduces the target number by 1 per level when testing for Wound Effects (p 126, Man and Machine)
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Valid Levels: Any
Cost: level x 0.25
This power allows an adept to take a Simple Action to add a number of additional dice equal to the power's level for use in any test to resist being knocked down, thrown, levitated, or otherwise moved against her will. An adept may not move while using this power, and must modify all attacks by +2 if her target is in range.
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Valid Levels: Any
COST: level x 0.5 PP
This power grants the adept the ability read subtleties of motion and body language, giving them the ability to anticipate the timing and location of a ranged or melee attack.
Each level of this power grants the adept one additional Combat Pool die only for the purposes of Dodge and Full Dodge attempts.
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COST: 1 PP
This power allows an adept to make an Unarmed Combat test against a target number of 4 and add the successes to his Strength rating for use in a strike against a barrier. If an adept is astrally perceiving and attempting to break an astral barrier, he may add +2 to his charisma for use in the test. This power may be combined with increased strength or strength boost powers.
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Valid Levels: Any
COST: level x 0.25 PP
This power allows the adept to run at increased speeds. Every level of Sprint grants the adept an extra +1 Quickness for determining running distance.
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Valid Levels: Any
COST: level x 0.25 PP
This power grants a boost in the Strength attribute equal to the power's level by making a Magic test against one half of the unaugmented Strength attribute. The number of Combat Turns the boost lasts is equal to the number of successes on the test. At the end of this time period, the adept must roll Drain against a target number equal to half the boosted Strength attribute (round up). The damage level of the drain is Light if the boosted Strength attribute is less than or equal to the adept's Racial Modified Limit, Medium up to the Racial Attribute Maximum, and Serious up to 2x the Racial Modified Limit. The power is only compatible with the Improved Physical Attribute power and no other enhancement technological or magical.
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COST: 1 PP
This power allows to enter a state similar to that gained by the Hibernate spell by rolling Willpower against a target number of 4. The effects of the successes on this test are the same as those for the Hibernate spell.
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COST: 0.25 PP
Shadowrun Denver uses special rules for the game-effects of this power. See +hr general working-time for details. Thematically, the effects are a reduction in sleep; the ability to stay up for 48 hours without ill effects and averaging out to only needing 3-4 hours of sleep a night indefinitely. It also reduces the need to purge wastes to being only needed once a day. Characters must still spend the normal amount of time healing and recovering from physical and stun damage however.
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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 powers level for the purposes of resisting the effects and damage of exposure to extreme temperatures, including the primary and secondary effects of elementals and elemental spells.
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COST: 0.5 PP
This power allows an adept to apply a +4 modifier to hearing-based Perception Tests for anyone trying to hear her movement. It also allows the adept to avoid tripping ground-based motion or pressure sensors and walk across deep snow or sand without leaving any traces. Think Legolas in the avalanche scene of Lord of the Rings ^_^
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COST: 1 PP
This power allows the adept to move up to (Magic Attribute) meters along a sheer wall or vertical surface. Any attempt to run higher distances requires landings and multiple uses of this power.
Using this power with Acrobatics, Jumping, or other measures will require an Athletics (Skill) Test against a target number assigned by the GM, with the move being considered at least Difficult.
The secondary effects of the sound or tracks still apply to this power; however, when combined with Traceless Walk these effects are removed.
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