Re: RULES!
2064 Adept rules
New ordeals:
Masterpiece: Requires “virtuoso” technique (pre-existing or taken upon this adept level)
Way ordeal: Must make some great achievement pursuing the adept’s personal path – significant sacrifice of resources, time or attribute points and must have measurable results
New metamagic:
Attunement (Animal, Item): Separate technique for animal and item. Max items or animals attuned = grade. Attuned item/animal can act as ritual link. Animals: Gain sense link, ability to issue simple telepathic requests. Range = (Magic + Charisma + Willpower) * 10 m. Mage can suffer stun if creature is damage. Cost = essence of animal.
Items: TN drops by 1 when using attuned item. Karma cost = item’s resistance. (7 for gun or katana, 9 for car, dikoted catana))
Cognition: Builds on Centering. Can Center for success or to reduce modifiers on intelligence, perception & learning tests or to reduce modifiers when defaulting to intelligence. Can also add 1 die to knowledge & language tests. Requires free action to use. Reduces karma cost to increase skills by 1 to minimum of 1.
Empower Animal Companion:If you’ve attuned an animal, perform ritual and spend karma = 4 * cost of power adept possesses. Can then use simple action to temporarily transfer power to animal via sense link. Can’t transfer more points of power than initiate grade.
Infusion: Builds on Centering. Exclusive Complex Action making Centering Skill 4 test. Each success (max of grade level) gives .25 power points to boost existing power or acquire new power. Max power level = 1 if not pre-existing power. Boost lasts for Magic * Grade minutes. After boost, resist (successes) S stun and lose equivalent rating of random power points for same duration. Available “new” powers limited to adept’s grade.
Astral Projection: Can project like a mage, but lose 1 point of essence per minute rather than per hour
Somatic Control: Builds on Centering. Exclusive Complex Action to make Centering 4 test. May then shunt (successes) attribute points (max of grade level) between attributes, minimum of 1. Change effective for Attribute * grade minutes. After this time, attributes revert and can’t be shifted again for 10x as long. All skills based on decreased attributes are reduced by 1 for each point of change if skill greater than new attribute. At conclusion, resist damage with power =successes, Serious if above racial max, Moderate if above Racial modified, Light otherwise. Changes can impact combat pool.
Virtuoso: Can create a virtuoso piece – skill test of 9, may add dice for adept level. Successes = rating of piece, can boost by spending good karma. Piece can mesmerize, also counts as exotic material for enchanting. Very valuable for collectors
Powers:
Aid Spell: .5/level. Adept concentrates for exclusive complex action. Spell-caster in physical contact with adept may add (level) dice to spell casting attempt in same initiative phase. Adept makes drain test using willpower (mana) or body (physical) against (force / 2)M Stun.
Animal Empathy: .25/level. Add 1 die/level for skill tests with animals
Commanding Voice: .5. Coplex action to issue forceful but simple order (3 words or less). Adept pits Charisma against opponent Willpower in opposed test. Penalty of +1 per extra person effected. If adept wins, target takes next free or simple action to either obey or pause in indecision (GM call). +2 penalty for subsequent attempts on same individual in 24 hrs.
Cool Resolve: .5/level. 1 die/level to resist Charisma-linked skills used against them.
Deep Rooting: .5. Advanced version of Rooting. Same effects as 1 level of rooting. Reduces recoil penalties by half (round down) with firing arc of 90 degrees, with max turn of 90 degrees/action. Disengaging is complex action
Eidetic Sense Memory: .5. Photographic sight and other sense memory. Can photo-read, increasing reading speed
Elemental Strike .5. Builds on Killing Hands. Can create secondary elemental effect (chosen at power purchase time). Creates visible effect around character’s hands/feet. Simple action to create, remains for magic attribute combat turns or until extinguished. Not allowed for distance strike or delay damage.
Empathic Healing 1: Adept can transfer some or all of target’s wounds to himself. Adept makes magic test against 10 – target essence. Successes = max boxes to transfer. Must be in physical contact, only works for physical damage
Empathic Reading .25/level. Receive -1 TN/level to determine if target is lying. Intelligence test against lying character’s negation open test.
Enhanced Balance .5/level (max 2). Reduces TN for physical test involving balance or knockdown by 1/level (climbing, tight-rope walking, gymnastics, etc.)
Enthralling Performance .5 Adept makes open test using performance skill. Audience members make willpower check against resulting TN. Any who fail suffer +4 distraction to perception tests, though can be knocked out of trance by direct threat, startling noise, etc. Can last for Charisma * 10 minutes max.
Facial Skulpt 1. Can change face for # hours = magic attribute. Takes 10 – Willpower minutes of concentration. Adept makes open magic test to determine TN for perception tests to recognize. TN for disguise tests reduced by 2.
Gliding 1: Adept can run up to Magic meters across water, thin ice, fragile tree limbs, etc. Longer distance requires break points.
Improved Ability (Expanded).25/die for Artistic/Performance knowledge skills. .5/die for B/R, Social skills, Vehicle skills
Inertia Strike .5. Damage level reduced by 1; Opponent makes knockdown test as if damage were 1 level higher. Serious wound or worse is automatically knocked down.
Iron Gut .25/level. Each level reduces power of ingested toxins by 2
Iron lungs .25/level. Each level increases breath holding time by 45 seconds and reduces Fatigue tests by -2
Kinesics 1/level (max 3) Reduces TN for Etiquette & negotiation tests by 1 to minimum 2. Also add 1 die/level to Charisma success tests. Apply +2/level for tests to determine if adept is lying. Two adepts with Kinesics can use Complex Action to non-verbally communicate simple notions.
Linguistics .25: 10 – Magic attribute hours of exposure to language are required to learn it. Intelligence test against TN from 4 to 8 based on language commonality. Success means karma-free language skill at level 1. Increasing costs normal karma, but learning time cut in half.
Living Focus 1: Adept can sustain one spell cast on her, but suffers usual +2 modifier for sustaining a spell. Max force = Magic attribute
Melanin Control .25 Can shift hair or skin color for Magic hours. 1 complex action for each shift: albino,tan,brown,black; white/gray,blonde, read/brown, black
Motion Sense .5 Perception test against target (large metahuman 2; regular metahuman 4; small metahuman 6; smaller than cat 8) Add background count. One success detects. Success reduces blind-fighting modifier by -2
Multi-Tasking .5 Get 2 free actions/phase
Nimble Fingers +1 for stealth/Quickness tests involving slight of hand. Insert Clip; Pick Up/Put Down object; Remove Clip; Use Simple object are free actions
Pain Relief 1. Magic test against target of 10-Essence, round down. Success reduces target’s stun by 1 level. Base time = 30 minutes, must maintain physical contact, can’t use on self.
Penetrating Strike .75/level (max 3). Each level ignores 1 level of armor. Can’t be used for distance strike
Resilience .25/level. Extra 1 die/level for stabilization tests and when checking for permanent damage from deadly wounds. Reduce TN by 1 when checking for wound effects
Side Step .5/level – extra combat pool die/level for Dodge and Full Dodge tests
Sprint .25/level +1 Quickness/level for determining running distance
Sustenance .25. Only needs 3 hours sleep + 1 meal equivalent to 8 hours/3 meals. Only need 1 restroom trip/day
3D Memory .5 Can memorize area view first hand with a Complex Action. Later can make Perception to mentally walk area as if were walking through. Can’t disturb or interact and can only see what was available for viewing. Areas can’t be greater than magic square meters. Can memorize magic areas. Target to remember is modified as time passes >24 hrs = +1, > week = +2, > month +3, > year +4
Voice Control .5 Can throw voice up to Magic meters away, defeat voice recognition systems (opposed test using Intelligence against Intelligence or rating of target system).
Wall Running 1. Can move up to Magic meters on sheer wall or vertical surface
Foci
Adept Focus: Increases effective magic attribute by force, but grants no power points. Affects amount simultaneously active, tests, ranges, etc. Also grants dice for drain resistance, though not affecting whether stun or physical. Cost is same as spirit focus
Infusion focus: Grants a particular power. Rating must be point cost * 2. Cost same as spell category focus, but availability is 8/72