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 Adept  Adept Compendium Compendium 2065 2065

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 Adept Adept

CompendiumCompendium

20652065

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Shadowrun is a registered Trademark of WizKids Inc.Original Shadowrun material Copyright ©!!" #$%%" &y WizKids Inc. 'll (ights (eser)ed.

*sed without permission.

'ny use of WizKids Inc+s copyrighted material or trademarks in this file should not &e )iewed as a

challenge to those copyrights or trademarks.

'dept Compendium $%,-

This pu&lication is copyright ©$%%- &y 'chim 'hlers.ased upon /The 'dept 0andy&ook .%/ ©!!! &y rett rown.

1ermission is gi)en to distri&ute freely and without cost.

This pu&lication is not to &e sold for profit.

[email protected]

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3

Table of ContentsIntroduction....................................................... 5

*sing this &ook...............................................-

Sources............................................................-Credits................................................................ 6

1owers and 2etamagics................................. ,

Thanks............................................................ ,

Powers................................................................ 7'dhesion.........................................................3

'ggra)ated 4amage....................................... 3

'id Spell.........................................................3'nimal 5mpathy.............................................3

'stral Cloak....................................................6

'stral 1erception............................................ 6

'ttri&ute oost............................................... 6

lend in7Stand out.......................................... 6

lind 8ighting.................................................!lur................................................................. !

ody Control.................................................. !

one (azors....................................................!

reaking low..............................................%

Called Shot................................................... %

Camouflage...................................................%

Charge O&9ect............................................... %Chitin............................................................

Claws............................................................

Com&at Sense...............................................

Commanding :oice......................................$

Confusing 0it............................................... $

Cool (esol)e................................................ $Counterstrike................................................ $

4elay 4amage...............................................;

4eep (ooting................................................;

4isarm.......................................................... ;

4istance Strike..............................................;

5dged 'rm...................................................."5idetic Sense 2emory.................................."5lemental Strike........................................... "

5mpathic 0ealing......................................... -

5mpathic (eading.........................................-

5mpathic Sense.............................................-

5nergy Charge.............................................. -

5nhanced alance.........................................-5nhanced Coordination................................ ,

5nhanced 0ealing.........................................,

5nhanced 1erception.................................... ,

5nthralling 1erformance...............................,

8ace 'nonymous.......................................... 3

8acial Sculpt................................................. 3

8le<i&ility......................................................38luid 2o)ement........................................... 38orce Shield..................................................6

8reefall..........................................................6

=entle Strike.................................................6

=ills.............................................................. 6

=liding..........................................................6

=reat >eap.................................................... !0armless 8orm............................................. !

0yper#Kick................................................... !

0ypnotic Influence....................................... !

Ignore 1ain....................................................!

Impro)ed '&ility...........................................$%

Impro)ed '&ility ?5<panded@.......................$%Impro)ed 1hysical 'ttri&ute.........................$%

Impro)ed (efle<es........................................$%

Impro)ed Sense............................................ $%

Impro)ed Sense ?5<panded (ules@...............$

Inertia Strike................................................. $

In)isi&ility.....................................................$$

Iron =ut.........................................................$$Iron >ungs.....................................................$$

Iron Will....................................................... $$

Killing 0ands................................................$$

Kinesics........................................................ $;

>inguistics.....................................................$;

>ittle 4eath................................................... $;>i)ing 8ocus................................................. $;

>uck.............................................................. $"

2agical 1ower..............................................$"

2agic (esistance..........................................$"

2agic Sense..................................................$"

2elanin Control............................................$-2eld..............................................................$-2elee Sense..................................................$-

2issile 2astery............................................ $-

2issile 2astery ?5<tended@..........................$,

2issile 1arry.................................................$,

2issile 1arry ?5<tended@.............................. $,

2olecular 'gitation......................................$,2otion Sense................................................ $3

2o)ement 5fficiency................................... $3

2ulti#Tasking............................................... $3

2ystic 'rmor................................................$6

 Adept Compendium 2065 3

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5

IntroductionThis is a compendium containing rules for adepts D it is the &ook. The complete canon of powers

and metamagic for playing adept s in Shadowrun ;.% plus parts from the Shadowrun $.% canon and

third party stuff from a &unch of other people. Ao more searching through more than two &ooks tofind the description of an adeptic a&ility D 9ust look here to find the most important information.

ut this is no replacement for the original &ooks D this is 9ust a Euick reference. 1lease consult the

reffered source&ooks when uncertain a&out a specific entry.

Using this book The canonic rules of Shadowrun are in a continuing process of change and e<pansion. 5)entually

ideas from the community are somehow integrated into the canon and this &ook gi)es first priority

to the canon.

On some entries you may find a Notes section. These contain suggestions for &alanced gameplay

not criticism and they are not necessarily my own thoughts.

5)ery description &egins with the title of the power metamagic or focus. This is followed &y thereEuired amount of power points ?powers only@ the source or author and sometimes a cryptic

sym&ol on the right margin indicating that the item is canonic ?/C/@ or was once canonic and now

deprecated ?/D/@. 4eprecated stuff shouldn+t &e newly learned &y characters.

Sometimes the te<t refers to sections of certain canonic source &ooks using the followinga&&re)iationsF

 Source Abbreviation

Shadowrun $.%

Shadowrun ;.%

Cannon Companion

2agic in the Shadows

2an and 2achine

Shadowrun Companion ;.%

State of the 'rt $%,;

State of the 'rt $%,"

S($

S(;

CC

2itS

2G2

S(Comp

Sot',;

Sot',"

SourcesThis &ook &ases upon the 'dept 0andy&ook .% ?created &y rett rown@ which has literally

fallen &ehind the state of the art when State of the 'rt $%," came out. The 'dept Compendium$%,- is not only an update to the 'dept 0andy&ook it also integrates adept related metamagic and

and 8oci from 2agic in the Shadows State of the 'rt $%,; and State of the 'rt $%,".

This &ook is no challenge to copyright. seeing that the greater part of this &ook is copied from

 &ooks pu&lished &y 8'S' and 8an1ro I would drop this material when they call me to do it.'s long as I had a li)ing email address I ha)e at least tried to contact any author of anything

inside this for permission to feature his7her writing D with the definite e<ception of 8an1ro. If I ha)e

included something that you are the author of and you would like to remo)ed please let me know as

soon as possi&le.

 Adept Compendium 2065 5

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6

Credits

Powers and Metamagics

FASAFanPro

Stephen !enson

Paul ". #ume

$lissa Care%

&oshua #owell

&ames Nugent

Peter 'a%lor

#er(ert ). #el*er II

+a,id Perr%

Captain M&- ?2ichael est@

urth Hgurth<s"all.comJhttpF77www.<s"all.nl7gurth7inde<.html

Mar/ Mohan

Shadowdancer

'# Anderson

Arthur S. Hhankergeocities.comJ

-rian !ing

)ad% &est%r

Alredo Al,es

-leach Hs"-3%;;frodo.student.gu.edu.auJ

&um(ler H9um&lergm<.netJ

eorg re,e Hgre)efuse&o<.hanse.deJ+a,id ". Anderson

&. $ric Seaton Heric)ictoria.tc.caJ

httpF77www.geocities.com7TimesSEuare7'lley7$!,"7S(.html

&ens1Arthur )eir(a// Hleir&akkp)).ntnu.noJ

httpF77www.p)).org7leir&akk7rpgLe.html

'hanatos Hryokleyearthlink.netJ

Ale2 3Sal3 )uer/en Hs.a.l.usa.netJ

Thanksi*!ids for hopefully not killing me.

FASA for putting out such a successful role#playing game.

FanPro for keeping Shadowrun ali)e.

'll those people around playing Shadowrun and ha)ing fun.

M% aming roup for not kicking me out whene)er I try to o)erpower my adept character.

6  Adept Compendium 2065

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7

PoersTo all other things noted the le)el of any power is limited to the adept+s 2agic attri&ute.

 AdhesionCost: 1   Author: Georg Greve ([email protected])

The 'dhesion power gi)es the 1' the a&ility to make parts of his7her &ody adhesi)e to o&9ects ?it

works more like magnetism than glue &ut it works on all material@. The adhesion power has a )ery

limited range ?only up to the outer &order of the 1'+s aura@ and can &e controlled in a way that

allows the 1' to say /I make my left palm and my right foot adhesi)e/ and can &e turned on7off 

instantly. The ma<imum weight that can &e supported &y the 'dhesion power is eEual to thema<imum lifting weight ?Strength M $%@ plus the characterNs own weight. When com&ined with the

/Traceless Walk/ power the 'dept doesn+t apply pressure7force to the o&9ect he is adhesi)e to.

1ressure sensors will not recognize him and so on.

 Aggravated DamageCost: 1   Author: Gurth ([email protected])

*se of this a&ility allows the adept to do more damage than normal on a successful *narmed

Com&at hit. The adept must make a normal attack test. If all skill dice ?including Impro)ed '&ilitydice &ut not including Com&at 1ool dice@ come up as successes and the adept hits the target the

4amage >e)el is increased &y step automatically. This cannot &e used with an armed attack or 

with 5dged 'rm or other damage enhancing a&ilities ?though it may &e used with power enhancing

a&ilities such as 1ower low@.

$2ample 8inn hits a security guard. 8inn rolls his *narmed Com&at test ?, dice plus ; Com&at

1ool dice@ and the guard does the same ?; dice@. 'll of 8innNs skill dice are successes and he also

gets success on his Com&at 1ool dice for a total of 3. The guard gets $ successes to 8inn has -left in his ad)antage. 0is attack hits and all skill dice were successes. Aormally 8inn would do

?ST(@2 Stun damage &ut now he does ?ST(@S Stun and has - successes left against which the

guard is now to roll a ody test.

 Aid Spell 

Cost: 0.5 / level   Source: State of the rt !064" #. 64 ($an%ro)   C

'id Spell allows an adept to channel his7her or her inner magic so that a magician may tap into it

to aid his7her spellcasting. 1hysical contact &etween the adept and spellcaster is necessary. The

adept must take an e<clusi)e Comple< 'ction and concentrate on acting as a conduit for mana. This

 power allows the adept to pro)ide one die per le)el to a magician that is casting a spell in the sameInitiati)e 1hase. 5ach use of 'id Spell reEuires the adept to make a 4rain Test using Willpower 

?mana spells@ or ody ?physical spells@ against ?8orce 7 $@2 Stun.

 Animal Empathy 

Cost: 0.!5 / level   Source: State of the rt !064" #. 64 ($an%ro)   C

'n adept with 'nimal 5mpathy has a natural affinity for handling animals. 5ach le)el adds

die for any skill tests in)ol)ing the non#threatening handling of animals or attempts to threaten or 

frighten animals.

Note This canonic power replaces the 'nimal Control power originally created &y 0er&ert >.

0elzer II for White Wolf P;6.

 Adept Compendium 2065 7

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& Poers

 Astral Cloak 

Cost: 0.5 / level   Author: 'erbert . 'eler ** (+h,te +olf -3&)

This a&ility partially shields an adept against 4etection spells. The Cloak acts as a passi)e 2ana

arrier adding the num&er of points purchased to the Target Aum&er of of any hypersense or general detection spell targeted against the adept ?gamemaster+s discretion@. If the Cloak ratingnegates ?reduces to zero@ the successes of a hypersense spell ?Clair)oyance or Clairaudience@ the

adept is in)isi&le7inaudi&le to the spell ?otherwise the spell works normally@. This a&ility only works

for the adeptQ he or she cannot e<tend the Cloak around others. In astral space the Cloak can &e

attacked like a 2ana arrier. If the Cloak falls it is re&uilt at a rate of one point7si< hours. *nless

the player states otherwise the Cloak is always considered to &e /up/.

 Astral Perception

Cost: !   Source: Shadorun 3.0" #. 16& ($S)   C

Rou ha)e the a&ility to see and reach into the astral plane )ia astral perception. Rou cannot use

astral pro9ection. 'depts with this power follow all the normal rules for astral perception.

 Attribute oost 

Cost: 0.!5 / level   Source: Shadorun 3.0" #. 16& ($S)   C

Rou can call upon your inner strength to perform amazing feats &eyond your normal a&ilities.

'ttri&ute oost can &e purchased for any 1hysical 'ttri&uteF Strength ody or Buickness. It cannot &e purchased for a 2ental or Special 'ttri&ute. It must &e purchased separately for each of the

1hysical 'ttri&utes. To gain the &oost make a 2agic Test against a target num&er eEual to one half 

the &ase ?unaugmented@ rating of the 'ttri&ute &eing &oosted ?round up@. If there are no successes

the 'ttri&ute is not &oosted. Otherwise the 'ttri&ute is &oosted &y the le)el of the power. The &oost

lasts for a num&er of Com&at Turns eEual to the num&er of successes. Ao 'ttri&ute can &e &oostedto greater than twice its (acial modified >imit.

When the &oost runs out you must make a 4rain (esistance Test. The target num&er is eEual toone#half the &oosted 'ttri&ute )alue ?round up@. The 4rain >e)el is &ased on the le)el of the

 &oosted 'ttri&ute rating compared to your characterNs

(acial 2a<imum or >imit for that 'ttri&ute.

Consult the 'ttri&ute oost 4rain Ta&le &elow.

'ttri&ute oost is not compati&ly with any artificial

?cy&erware@ enhancements nor spell#&ased increases. It iscompati&ly with the Impro)ed 1hysical 'ttri&ute power.

lend in!Stand out 

Cost: 0.75   Author: Gurth ([email protected])

' power with two distinct sides that are nonetheless similar the adept can use it to either &lend

into a crowd or stand out from it. The power is not normally acti)e &ut once acti)ated ?costing a

Simple 'ction@ the adept may choose whether he wants to &e part of the crowd or &e noticed.The adept must concentrate on the use of the power which counts as sustaining a spell and

incurs a $ to all other magical target num&ers for the adept ?including spellcasting if the adept is a

 physical magician@. The use of the power is not e)ident from astral space though unlike a sustained

spell.

When &lending in the adept is easily o)erlooked &y people searching for him ?whether they

search him specifically someone fitting his7her description or 9ust want a generic person@Q on the

&  Adept Compendium 2065

 Boosted Attribute

 Racial Modified Limit 

 Drain Level 

.% >

.- 2

$.% S

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Poers

other hand when the adept chooses to stand out he will &e noticed sooner than others. 8or e<ample

 &y choosing to stand out the adept can increase his7her chances of &eing picked from the audience in

a Euiz show while &y &lending in he can a)oid &eing )olunteered for a hazardous mission. The

e<act reaction of other characters ?player and non#player@ to use of the power is 9udged &y the

gamemaster keeping in mind other acti)ities the adept engages in since these may gi)e him or her away anyway. 8or this a&ility to work the adept must &e in a crowd or at least a small group of 

 people. Ao tests or target num&ers are normally in)ol)ed though the gamemaster may choose to

gi)e characters trying to spot the adept a $ or #$ to their 1erception test target num&ers depending

on whether the adept wants to &lend in or stand out.

lind "ighting 

Cost: 0.5   Source: ag, ,n the Shados" #. 14 ($S)   C

'depts with the &lind fighting power possess a mystical /si<th sense/ that allows them to

function more effecti)ely darkness or under other conditions in which the adept is una&le to see

?such as &eing &lindfolded@. The &lind fighting power reduces the )isi&ility penalty ?&lind fire fulldarkness@ to ". Targets attacked &y an adept using this power still gain the normal &onuses from

co)er.

lur 

Cost: 1.5   Author: Shadodaner (br,[email protected],nu.edu)

This power makes the physical adeptNs &ody rapidly )i&rate making him &lurry and hard to see. Itcauses ma9or eyestrain to the opponent e)en those with cy&ereyes or cameras.

' simple action is reEuired to acti)ate it. It lasts - com&at turns during which it increases all

opponentsN Target Aum&er &y ; in attempting to do something relating to the adept ?i.e. firing at

him swiping at him etc.@. This modifier does not apply to casting spells against the adept howe)er

as his7her aura does not &lur.Notes There is no clear indication as to what happens after the - turnsQ there seems to &e nothing

 pre)enting the adept from simple reacti)ating the power with a simple action and letting it go

another - turns. This may sound a &it disconcerting to some =2Ns and they may wish to restrictlur in some way. 1ossi&ilities include making some sort of drain test at the end of the duration

allowing only one use e)ery ?some num&er@ minutes etc.

ody Control 

Cost: 0.!5 / level   Source: Shadorun 3.0" #. 16 ($an%ro)   C

Rour power of mind#o)er#&ody allows you to resist the effects of to<ins and diseases. 5ach le)el

of ody Control pro)ides additional die for (esistance Tests against such effects.Notes This replaces the 1athogen Control power originally listed in White Wolf.

one #a$ors

Cost: 0.75   Author: Shadodaner (br,[email protected],nu.edu)

Similar to spurs e<cept made of &one. 4amage code is ?Str#@2 Can &e e<tended and retracted

 &ut each time they are e<tended from &eneath the skin the adept suffers a >ight 2ental wound.

Notes It might &e ad)isa&le to allow the adept to resist the damage from e<tending the razors.'lso I donNt know a&out how strong &one would &e compared to the metals used in spurs &ut the

=2 may wish to put some checks on 9ust what you can slice at with these razors.

 Adept Compendium 2065

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10 Poers

reaking low 

Cost: 0.5 / level   Author: ar ohan (%S Shadolore" #. 13)

This power allows the adept to &reak and destroy &arriers with his7her &are hands ?a )ariation of 

Shattering low.@ 8or each point purchased the adept adds to the power of the attack andsu&tracts from the opposing arrier (ating. This can &e used in con9unction with 1ower low &utonly in attacking o&9ects with arrier (atings ?such as cars.@ This power may also &e used in

con9unction with Smashing low.

Called Shot 

Cost: 0.5 / level   Author: Gurth ([email protected])

This a&ility reduces the modifier for called shots ?S(; p. "@. Aormally this is a " modifier to

the target num&er &ut e)ery point &ought in Called Shot a&ility reduces this modifier &y point  

that is an adept with le)el ; Called Shot would only get a modifier for an aimed shot. CalledShot cannot reduce the modifier &elow % so an adept with le)el 3 Called Shot only gets a %

modifier not #;. The adept must &uy this a&ility for each skill he intends to use it with separately.'n adept with Called Shot ?1istols@ le)el $ would get only a $ modifier when attempting aimed

shots with a pistol &ut would ha)e the full " when firing a &ow.

Notes This power was originally listed as /'imed Shot/ D this was changed due to the fact that

this is a&out called shots. The =2 may wish to increase the cost of this power to pre)ent adepts

from &ecoming o)erly trigger#happy. Increasing cost to .3- or per point is useful. What I would

recommend is to up the cost for firearms and gunnery while keeping it at .- for pro9ectile and

throwing weapons.

Camou%lage

Cost: 0.5 / level   Author: Shadodaner (br,[email protected],nu.edu)This power gi)es close to the same effect as the critter power /'dapti)e Coloration/. 5ach le)el

adds die to the stealth skill and adds modifier to opponent perception tests.

Notes 's it is the power is clearly open to min#ma< a&use and so the =2 may wish to place a

cap on the power ?no more than ?2agic@ points of Camouflage no more than three le)els of 

Camouflage and so on@. 'lso although it is not e<plicitly stated it can pro&a&ly &e assumed that

the perception test modifier is strictly for )isual tests.

Charge &b'ect 

Cost: s#e,al   Author: hanatos (r8ole8@earthl,n.net)

The adept channels mana through his7her hands and into a held o&9ect of no greater size than

his7her ?2agic@; in cu&ic centimeters and at least ?2agic@$  cu&ic centimeters. Charging takes oneSimple 'ction for each damage le)el ?> takes Simple 'ction 4 takes $ Comple< 'ctions@ and

must &e done without pausing or the charge is lost. 4epending on the le)el of the power upon

 physical contact with the o&9ect with any significant amount of force ?i.e. greater than air pressure or 

dust falling@ the o&9ect e<plodes in a )iolent physical e<plosion causing damage to the o&9ect

struck. Treat the e<plosion as a defensi)e grenade &last ?# 1ower per half#meter@ with a 1ower eEual to the adeptNs magic rating and the damage &ase as listed &elow. Once the o&9ect is remo)ed

from contact with the adeptNs aura ?i.e. the adept releases the o&9ect@ any pressure on the o&9ect

including the same adept touching it will set off the charge.

To hurl the o&9ect the adept must ha)e an appropriate skill for throwing the o&9ect like Throwing

Weapons. Charging o&9ects with e<plosi)e properties is not possi&le as charging an o&9ect such as

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Poers 11

this causes the materials to &ecome )olatile and e<plode prematurely.

O&9ects such as kni)es or &laded o&9ects can &e charged &ut a charged item e<plodes on

immediate pressure contact so no proprietary damage will &e caused &y the sharp edge &efore the

 &lade e<plodes. 'ttempts to charge an o&9ect unsta&le in its en)ironment ?i.e. an ice cu&e in room

temperature@ simply results in the o&9ect disintegrating ?melting in the aforementioned case@. Thecharge is mana#&ased &ut the e<plosion is purely physical and dealsno damage on the astral plane.

8urther the mana charge on an o&9ect will slowly dissipate once

it is released from the adeptNs grasp. The 1ower of the potential

e<plosion reduces &y for e)ery % minutes the o&9ect is free from

the adept. Once the 1ower is reduced to % the charge fully

dissipates and the o&9ect while warm to the touch may &e safelyhandled.

Chitin

Cost: 0.!5 / level   Author: ' nderson (r8u28o@,.2anato.2n.us)

'n /a&normal/ channeling of magical energies that results in the manifestation of chitin around

the adept+s &ody. This hardening and densification of the &ody does result in added armor co)er &ut

rarely impro)es oneNs lifestyle. 5ach le)el pro)ides point of Impact armor. 5ach ; le)els pro)ides

point of allistic armor. 8or e)ery num&er of le)els eEual to the adept+s natural &ody he loses  point of Initiati)e. >ife sucks chummer. Social penalties are up to the =2 &ut I would not ad)ise

ha)ing this one in ChicagoU

Notes Considering the cost of the canon power 2ystic 'rmor it might &e ad)isa&le to check this

one in a few waysQ disallow the purchase of a le)el higher than 2agic rating and7or raise the cost

to .- or .3- per le)el.

Claws

Cost: 1   Author: ' nderson (r8u28o@,.2anato.2n.us)

Similar to how Chitin de)elops this is a highly localized )ersion. It results in the adept+s finger and toenails &ecoming )ery hard and sharp. 4amage is ?Str7$@> and the nails ha)e a ody eEual to

the adeptNs 2agic rating for the purposes of possi&ly &reaking. This power is particularly common

among shamanic adepts.

Notes: Some ha)e said that this power is too e<pensi)e for the damage it does and so lowering

the cost ?i.e. .3-@ is certainly understanda&le.

Combat Sense

Cost: 1 / level   Source: Shadorun 3.0" #. 16 ($S)   C

Com&at sense pro)ides an instincti)e sense

a&out an area and any potential threats near&y.5ach le)el gi)es you a num&er of e<tra Com&at

1ool dice as well as the a&ility to spend a

 percentage of your Com&at 1ool dice on your 

(eaction Test in surprise situations.

 Adept Compendium 2065 11

 Level Cost Combat Pool for Reaction Test 

$-V

$ $ $ -%V

; ; ; %%V

 Base Damage Level Cost 

?2agic@>

?2agic@2 .-

?2agic@S $

?2agic@4 "

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1! Poers

Commanding (oice

Cost: 0.5   Source: State of the rt !064" #. 64 ($an%ro)   C

This power channels magic into the modulation of the adept+s )oice. 's a result the weight and

importance of the adept+s words su&liminally influence target listeners. 'n adept with Commanding:oice may take a Comple< 'ction and issue a forceful &ut simple order ?three words or less@ toanother character. The adept pits his7her Charisma against the target+s Willpower in an Opposed

Test. 8or each additional indi)idual past the first the adept suffers a target num&er modifier. If 

the adept wins the target character takes his7her ne<t a)aila&le 8ree or Simple 'ction to either o&ey

the adept or pause in indecision ?gamemaster+s call@. The order does not carry any weight &eyond

that immediate impetus howe)er and determined characters will immediately go a&out doing what

they originally meant to do. This power is useful for temporarily distracting or flustering opponents.Commanding :oice may only &e used on metahumans who can directly hear and understand the

adept. It does not work when the )oice is amplified or transmitted )ia technological means

?&ullhorn loudspeakers etc.@. It is less effecti)e on su&seEuent usesQ apply a cumulati)e $

modifier each additional time an adept tries to use Commanding :oice on the same character in a$"#hour period.

Con%using )it 

Cost: s#e,al   Author: 9a#t. :; (,hael ;est)

When the adept hits a li)ing opponent ?spirits and

elementals count@ with a &are handed strike and hits

e<posed flesh ?scales &one whate)er@ the opponent

must make a Willpower success test with a target

num&er eEual to the adeptNs 2agic attri&ute. If no

successes are rolled the )ictim suffers the penalty

 &elow to all his7her target num&ers. The distraction)aries per le)el of the power as does the time it lasts.

The effect &egins the )ictimNs ne<t action.

'dditional hits &y the same adept are not cumulati)e &ut hits &y other adepts are.

Cool #esolve

Cost: 0.5 / level   Source: State of the rt !064" #. 65 ($an%ro)   C

'n adept with Cool (esol)e has a confident and unflappa&le presence in social situations. This power protects the adept from &eing manipulated fooled or intimidated &y others. The adept

recei)es one die per le)el for resisting the use of Charisma#linked social skills against him. This

 power does nor protect against spells or critter powers &ut it does function against other adept powers.

Counterstrike

Cost: 0.5 / level   Source: ag, ,n the Shados" #. 14 ($S)   C

The counterstrike power gi)es the adept a particularly strong a&ility to strike &ack at attackers.8or each le)el of the power the adept rolls and additional die for Counterattack Tests in melee

com&at either armed or unarmed. These dice can only &e used for counterattacks not for damage

resistance or any other type of attack.

1!  Adept Compendium 2065

 Level Penalty Duration (Turns) Cost 

$ $ $ $

; ; 4, ;.-

" " $4, $ -

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Poers 13

Delay Damage

Cost: 1 (<bv,ous)" ! (S,lent)   Source: ag, ,n the Shados" #. 14 ($S)   C

The delay damage power allows an adept to inflict damage in unarmed melee com&at that does

not take immediate effect. efore making his7her attack the adept declares the use of the delaydamage power and then makes a normal 'ttack Test against the target. The target makes a 4amage(esistance Test as normal.

If the attack is successful and the target does not completely resist the damage the delay damage

 power con)erts the attack into a chargeX of astral force that lingers in the targetNs aura for up to $"

hours. 'fter a predetermined period defined &y the adept when the attack is made the damage from

the attack ?Stun or 1hysical per the standard rules for the attack@ takes effect against the target as if 

the attack had occurred that instant.Once the delayed damage attack has &een set in motion it reEuires no further attention or effort

from the adept. ' target can only &e under the effects of one delay damage attack at any gi)en time.

'nyone who o&ser)es the target of a delay damage attack in astral space will see the magical charge

in the targetNs aura. The charge can &e remo)ed &efore it takes effect &y making a 4ispelling Testagainst a target num&er eEual to the 1ower of the attack with a 4rain eEual to the attackNs damage

code. 'dept assassins with the delay damage and killing hands powers are capa&le of striking a

)ictim with the confidence that the target will die hours later when the adept has secured an ali&ihundreds of miles away.

Deep #ooting 

Cost: 0.5   Source: State of the rt !064" #. 65 ($an%ro)   C

4eep (ooting is an ad)anced )ersion of the (ooting power ?p. ;$@. It has the same effects as one

le)el of (ooting and additionally allows the adept to root himself in place so thoroughly that he acts

as a highly sta&le firing platform. 4eep (ooting reduces all recoil penalties &y half ?round down@.

The adept has a firing arc of !% degrees to the front and may only turn up to !% degrees per action.?Aote that the (ooting power is not a prereEuisite for 4eep (ooting.@

Disarm

Cost: 0.5 / level   Author: Gurth ([email protected])

*sing this a&ility the adept can Euickly and efficiently remo)e a weapon ?or any other o&9ect for 

that matter@ from an opponentNs hands. The adept rolls a num&er of dice eEual to his7her *narmed

Com&at skill plus the le)el of the a&ility against a target num&er eEual to the opponentNs Buicknessand applying all applica&le modifiers for melee com&at. 4isarm is considered to &e an unarmed

attack so the opponent may defend against it in the normal way. If the adept has any net successes

anything the opponent was holding in his7her hands is remo)ed and flies away for a num&er of meters eEual to the adeptNs net successes in the direction desired &y the adept. 4isarm does not

cause damage to the target &ut the targetNs counterattack may damage the adept. The adept must

ha)e &oth hands free in order to disarm an opponent.

Distance Strike

Cost: !   Source: ag, ,n the Shados" #. 14 ($S)   C

The distance strike power allows an adept to use the medium of astral space to make an unarmed

attack o)er a short distance and strike a target without physically touching the target. The power has

a range in meters eEual to the adeptNs 2agic 'ttri&ute and inflicts the standard damage for an

unarmed attack. To use the distance strike power the adept makes an *narmed Com&at Test as

normal ignoring (each modifiers. The target uses Com&at 1ool dice and ody to resist the attack as

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14 Poers

a ranged attackQ in other words the target cannot counterattack and if the target rolls more

successes on his7her Com&at 1ool or Threat (ating dice than the attackerNs successes the attack is a

complete miss. If an adept possesses either the killing hands power or the distance strike power and

wishes to purchase the other dou&le the cost of the second power purchased.

Notes 'lfredo 'l)es ?dghost9uno.com@ recommends an optional rule for distance strikeQ thedistance strike power may &e purchased along with killing hands without an increased cost to either 

 power as long as the powers are not used in con9unction.

'l)es also suggests that other powersnot 9ust killing hands&e made a)aila&le to &e used withdistance strike. 8urther although it is not e<plicitly stated it may &e assumed that 4istance Strike

cannot attack manaless targets ?rocks etc.@.

Edged Arm

Cost: s#e,al   Author: Gurth ([email protected])

The adept can transform one of his7her arms into a )icious &laded weapon. The e<act

transformation depends on the le)el of a&ility purchasedQ for instance le)el changes a finger into aknife while le)el 3 transforms the whole lower arm into a &roadsword. The transformed lim& gets

the properties of steel hardened into a sharp edge so it can &e used as a sword or knife. The

transformation reEuires one Comple< 'ction to take place and a 8ree 'ction to return to the normal

state of the lim&. It cannot &e used with a cy&erarm or with

adept a&ilities that directly enhance damage such as Killing

0ands. It can &e used with Impro)ed 1hysical 'ttri&utes if 

that has increased the adeptNs Strength.

Notes 's the lower le)els may &e a &it costly alternati)e

figures are listed in parentheses. 'lso it isnNt specified what

skill is used with this power although 5dged Weapons may

 &e assumedQ a specialization in a knife might &e applica&lefor the first couple le)els of the power and so on. I would

also ad)ise against allowing this power to &e used with

4istance Strike.

Eidetic Sense Memory 

Cost: 0.5   Source: State of the rt !064" #. 65 ($an%ro)   C

'n adept with 5idetic Sense 2emory has a photographic sight memory in addition to a )ery keenmemory for noises smells the way te<tures feel the way foods taste and so on. The adept can

always remem&er these senses and recall what or who they are in future encounters. 'depts with

this power can also photo#read greatly increasing the rate at which te<t can &e read.

Elemental Strike

Cost: 0.5   Source: State of the rt !064" #. 65 ($an%ro)   C

5lemental Strike can only &e purchased &y adepts who already know the Killing 0ands power.5lemental Strike allows an adept to channel his7her power into creating a secondary elemental

effect ?2itS p. -@ when he strikes a target with Killing 0ands. The specific elemental effect is

chosen when this power is purchased. When the power is acti)e it appears as a )isi&le effect around

the adept+s hands or feet. Creating the elemental effect reEuires a Simple 'ction and it remains in

effect for ?2agic 'ttri&ute@ Com&at Turns or until the adept uses a 8ree 'ction to e<tinguish it.

5lemental Strike may not &e used with 4istance Strike or 4elay 4amage.

14  Adept Compendium 2065

 Level Damage Reach Cost 

?Str@> % ?.-@

$ ?Str@> % .$- ?.3-@

; ?Str$@> % .- ?.$-@

" ?Str@2 .3- ?.-@

- ?Str@2 $

, ?Str$@2 $.$-

3 ?Str;@2 $.-

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Poers 15

Empathic )ealing 

Cost: 1   Source: State of the rt !064" #. 65 ($an%ro)   C

'n adept may heal another person &y transferring some or all of that person+s wounds to himself.

The adept makes a 2agic?% D the target+s 5ssence ?round down@@ Test. The num&er of successesdetermines the ma<imum num&er of damage &o<es that can &e transferred. The &ase time for this process depends upon the wound le)el transferred ?use the 1ermanent Spell ase Time ta&le S(;

 p. $6@. 5<tra successes may &e used to reduce the &ase time.

The adept must maintain physical contact with the wounded character during this entire process.

Only 1hysical damage can &e transferred in this manner.

Empathic #eading 

Cost: 0.!5 / level   Source: State of the rt !064" #. 65 ($an%ro)   C

'n adept with 5mpathic (eading has a greater a&ility to determine if a target is telling the truth or imparting factual information. The adept is sensiti)e to the unconscious physical &ody language and

 &iological signs a person e<hi&its while trying to lie. The adept recei)es a # target num&er modifier  per le)el to determine if a character is lying. To determine if a character is lying the adept makes an

Intelligence Test against the lying character+s Aegotiation Open Test D 5mpathic (eading reduces

the result of the Open Test &y per le)el for the adept.

Empathic Sense

Cost: 0.5   Source: ag, ,n the Shados" #. 150 ($S)   C

The empathic sense a&ility gi)es an adept a limited form of astral awareness that allows him to

sense the feelings of those around him to a range of the adeptNs unaided line of sight. The adept

makes a 1erception ?"@ Test to gain a general impression of a su&9ectNs current emotions ?lo)e

anger fear and so on@. The greater the num&er of successes the more detailed the information theadept learns. 2etamagical masking can defeat this power &ut if the adept using the empathic sense

 power is also an initiate resol)e an attempt to penetrate the masking normally.

Energy Charge

Cost: 1.5 / level   Author: Shadodaner (br,[email protected],nu.edu)

This allows the adept to charge a &ody part for increased damage.

It takes one simple action to acti)ate. The opponent suffers a &ase $> Stun shock in addition to

the normal damage. 5ach le)el adds $ 1ower and 4amage to the &ase ?i.e. le)el ; would cost

".- magic and do ,S Stun@. 4rain is ?>e)el$@4amage Code ?i.e. same power has drain of -S@.

Notes While it does not specify =2Ns may assume that this power affects &oth 'rmed and

*narmed attacks or either one. ecause the adept must resist drain the =2 may wish to lower thecost to per le)el.

Enhanced alance

Cost: 0.5 / level   Source: State of the rt !064" #. 65 ($an%ro)   C

5nhanced alance increases an adept+s &alance for athletic maneu)ers such as clim&ing tight#

rope walking gymnastics and so on. 5ach le)el of 5nhanced alance reduces the target num&er for 

any 1hysical Skill Tests in)ol)ing &alance or Knockdown tests &y . 2a<imum le)el is $.

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16 Poers

Enhanced Coordination

Cost: 0.!5 / level   Source: aen,ngs" #. 116)   D

'n adept with the enhanced coordination power may use &oth hands eEually well. 5ach le)el of 

this power counts as le)el in the 'm&ide<terity Special Skill ?see Off#0and Training p. 6 Fields of Fire@. The adept must ha)e at least le)el in the 'm&ide<terity Skill in order to &uy this power and may not ha)e more le)els in the enhanced coordination power than he has le)els in the

'm&ide<terity Skill.

Note The 'm&ide<terity Skill has &een replaced &y the 'm&ide<terity 5dge ?CC p. !,@. The

gamemaster should decide whether he allows further use of this power or change the character ha)e

to &ought the 'm&ide<terity 5dge.

Enhanced )ealing 

Cost: !   Author: 'erbert . 'eler (+h,te +olf -3&)

This power allows an adept to heal stun and physical damage more Euickly &y entering a state of 

dormancy. When the adept is reco)ering from stun damage he makes the same roll for reco)ering &ut dou&le the num&er of successes made.

The adept heals physical damage at a rate of one e<tra &o< a day. When the adept is healing &y

this power he is also considered to &e asleep too so is o&li)ious to his7her surroundings. If the adept

doesnNt get the reEuired amount of sleep ?which is eight hours@ then the time spent in the dormancy

is wasted.

Notes If one e<tra &o< a day seems a &it much ?and it does to many =2Ns@ please tweak it to fit

your needs. 1ersonally I would simply throw out the /e<tra &o</ aspect and make the /dou&le

successes/ aspect work for stun and physical. 5)en allowing this power to affect stun damage is

de&ata&le as magic is ?canonically@ not supposed to modify stun damage. 's such the cost could &ereduced and applied only only to physical damage. 'lso it is pro&a&ly ad)isa&le to disallow

com&ining this power with (apid 0ealing.

Enhanced Perception

Cost: 0.5 / level   Source: Shadorun 3.0" #. 16 ($S)   C

This power sharpens your senses. 5ach le)el pro)ides an additional die for all 1erception Tests

including astral perception if you also ha)e that power. Rou cannot ha)e more 5nhanced

1erception dice than your Intelligence or 2agic 'ttri&ute whiche)er is less.

Enthralling Per%ormance

Cost: 0.5   Source: State of the rt !064" #. 65 ($an%ro)   C

'n adept must ha)e an artistic performance Knowledge Skill ?4ancing Operating Singing etc.@to purchase this power. The power only applies to that select performance skill ?5nthralling

1erformance must &e purchased separately if the adept would like to use it for more than one

Knowledge [email protected] power channels magic into the adept+s performance mesmerizing the audience with the flow

of his7her mo)ements or the cadence of his7her words and putting the audience at ease. 5nthralling

1erformance includes a mild hypnotic state in the audience. The adept makes an Open Test using

the appropriate performance skill. 'ny audience mem&ers who fail to &eat the Open Test with a

Willpower Test gi)e the adept their full unwa)ering attention. While mesmerized such characters

suffer a " distraction modifier to 1erception Tests ?rather than the usual $ for distraction@.

5ntranced audience mem&ers who are su&9ect to an act of stress ?such as &eing knocked o)er or 

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Poers 17

threatened@ or o&trusi)e en)ironmental distractions ?like a gunshot@ will automatically &reak out of 

trance. The ma<imum period the adept can keep others entranced id eEual to his7her Charisma < %

minutes.

"ace AnonymousCost: 0.5   Author: =av,d %err8 (+h,te +olf -3&)

The power allows the adept to make people una&le to remem&er anything a&out what the adeptlooked like. This power only effects the conscious mind &ut has no effect on the su&conscious mind

?i.e. a physical description can &e retrie)ed from someoneNs su&conscious mind through a techniEue

such as hypnosis@.

"acial Sculpt 

Cost: 1   Source: State of the rt !064" #. 66 ($an%ro)   C

'n adept can change his7her facial features through slight shifts in musculature &one cartilage

and skin angels for a num&er of hours eEual to his7her 2agic 'ttri&ute. *se of 8acial SculptreEuires ?% D Willpower@ minutes of concentration. The adept makes an Open 2agic Test to

determine the target num&er that o&ser)ers use on 1erception Tests to recognize her. 5<amples of 

changes include raising or lowering the cheek &ones thickening or hardening of the lips stretching

the eyelids altering the angle or height of the ears sEuaring or rounding the chin or drawing up or 

fattening of the nose. It can alter the character+s percei)ed metatype ?at least in the face@ though

depending on the character+s &ody mass this may look odd. 8acial Sculpt can create the facialstructure necessary to speak Or+zet ?Sot'$%," p. ,3@ without penalty. If used in con9unction the

4isguise skill ?Sot'$%,; p. %"@ to intimate the appearance of a specific person the target num&er 

of the 4isguise Test is reduced &y $.

Note This canonic 8acial Sculpt and 2elanin Control powers replace 2ask originally created &y

=urth.

"le*ibility 

Cost: 0.5 / level   Source: ag, ,n the Shados" #. 150 ($S)   C

The fle<i&ility power makes an adeptNs lim&s unusually lim&er a&le to twist and &end more than

a normal personNs.8or each le)el of this power the adept may add die to tests made to slip out of ropes handcuffs

and other such &indings as well as tests made to escape from a hold in unarmed com&at.

The adept can also make 8le<i&ility Tests to sEueeze through small openings and passages that

would &e difficult for a normal person of the characterNs size to fit through such as transoms

)entilation ducts and other close Euarters. The gamemaster may determine appropriate targetnum&ers for such tests. 8le<i&ility can only &e purchased up to le)el $ ? point@.

"luid Movement 

Cost: 0.5 #er level   Author: :. r, Seaton (er,@freenet.v,tor,a.b.a)

This power makes all the adept+s ma9or muscles mo)e much more fluidly. This has the effect of 

negating mo)ement modifiers from the adept+s mo)ement up to the power+s le)el.

8or e<ample an adept with le)el " 8luid 2o)ements would suffer no modifiers from running on

open ground ?which is normally a " modifier@.

Notes The =2 may wish to lower the cost to %.$- 7 le)el.

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1& Poers

"orce Shield 

Cost: 3   Author: Shadodaner (br,[email protected],nu.edu)

This power erects a permanent shield to help lessen damage.

The &arrier has a rating eEual to the adeptNs 2agic rating for physical and melee com&at 7$rating for spells and mystical damage 7" rating for firearms and e<plosi)es. 5ach time the shield ishit the adept suffers drain eEual to ?7$ modified power of the attack@2. It is  possi&le to take

multiple drains during the com&at turn.

Notes 4epending upon whom you ask this power is either well#&alanced weighted against the

adept or weighted against his7her opponent?s@. 1owers that cost this much should always &e gi)en

close scrutiny in my opinion. =2s are encouraged to look at this power carefully and consider how

it may affect their game particularly if they are dealing with adept initiates ?with a high#le)el

initiate adept you may get a guy who laughs too much at the group of angry a<e#wielding Trolls

cy&erzom&ies@.

"ree%all Cost: 0.!5 / level   Source: ag, ,n the Shados" #. 150 ($S)   C

8or each le)el of the freefall power the adept can fall a distance of $ meters without suffering

in9ury or making a 4amage (esistance Test pro)ided that the surface the adept falls onto is not in

itself dangerous. If the adept falls a distance greater than the allowance of the freefall power

su&tract the ma<imum distance cushioned &y the power from the distance fallen &efore calculated

damage. If the adept falls onto a dangerous surface D an alley co)ered with shards of glass or a &urning floor for e<ample D he can still use the freefall power to a)oid falling damage &ut will take

damage dependent on the surface and the gamemasterNs discretion.

+entle Strike

Cost: s#e,al   Author: unnon

This power allows an adept to take a person out without physically harming

the person. When the adept uses this power on someone7something it willne)er do physical damage e)en if there stun o)erflow.

+ills

Cost: 0.5   Author: lfredo lves (dghost@>uno.o2)

This power allows the adept to &reathe underwater. This a&ility must &e purchased separately for salt and fresh water.

Notes IN)e had a couple people say the cost should &e increased to .3- or ?particularly

considering the cost of 4eep reathing and 5nhanced reathing@.

+liding 

Cost: 1   Source: State of the rt !064" #. 66 ($an%ro)   C

=liding allows an adept to run up to ?2agic attri&ute@ meters across tangi&le surfaces that would

not normally support his7her weight such as water thin ice or a fragile tree lim&. 'ny attempt to run

longer distances reEuires &reak points or landings and multiple uses of =liding. 'ny attempt to use

this power with acro&atics ?such as 9umping from the surface@ will reEuire an 'thletics Test against

1&  Adept Compendium 2065

 Damage Cost 

?Str@> Stun %.-

?Str@2 Stun

?Str@S Stun $

?Str@4 Stun ;.-

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Poers 1

a target num&er esta&lished &y the gamemaster and is considered a difficult maneu)er. The

secondary effects of the adept+s motion still occur such as sound or )i&rations ?lea)es shake and

water ripples@ unless it is com&ined with Traceless Walk ?p. ;6@.

Note The older non#canonic =liding power is now listed as Sliding ?p. ;;@.

+reat ,eap

Cost: 0.!5 / level   Source: ag, ,n the Shados" #. 150 ($S)   C

'depts with great leap are a&le to make incredi&le 9umps into the air and o)er long distances.

5ach le)el of great leap adds a die for Yumping Tests ?see Yumping S(Comp p. "[email protected] le)el is also added to the characterNs Buickness for determining the ma<imum distance a

character can 9ump.

Note This canon power replaces the 5<tended Yump power originally created &y 2ark 2ohan for  A5(1S Shadowlore.

)armless "ormCost: 0.!5 / level   Author: rthur S. (haner@geo,t,es.o2)

This power ena&les the adept to look like an a)erage mem&er of his7her race and gender. The

 power must &e purchased separately for e)ery physical attri&ute. This means that a human with

natural Strength at , and 0armless 8orm?Strength@ at le)el ; looks like a human with Strength at ;.

This power is a real transformation of the adept+s &ody which means purchasing 0armless 8orm?ody@ will cause a weight reduction. ' successful 'ssensing Test ?after penetrating 2asking@ will

re)eal the true attri&utes. This power cannot hideX any positi)e modifications to physical attri&utes

through cy&er# or &ioware.

Notes If this power is purchased during gameplay the adept needs new clothing and armor fitting

to his7her new &ody. 'nd this power is not switcha&le.

8or &etter compati&ility with S(; I changed this power to a more modular style and raised th cost.

)yper-.ick 

Cost: 0.75   Author: Shadodaner (br,[email protected],nu.edu)

This allows the adept to kick repeatedly in the same area. >eg does not recoil. >ooks similar to

:an 4amme mo)ies. 5ither $ damage code or 7$ power?S@ physical chosen when power is

acEuired. oth may &e owned &ut not com&ined.

)ypnotic /n%luence

Cost: !   Author: 'erbert . 'eler (+h,te +olf -3&)

This power allows an adept to mesmerize people like the Influence power of certain paranormalanimals. With a )oluntary su&9ect the adept can access deep memories plant minor posthypnoticsuggestions release inhi&itions while in the trance state etc. *nwilling )ictims reEuire a opposed

test matching the adeptNs 2agic rating )ersus the )ictimNs willpower. The adeptNs net successes

determine the le)el of effect.

/gnore Pain

Cost: 1   Author: lex ?Sal? ueren (Shadorun ;la %ages -3)

The effects of Ignore 1ain are similar to the 1ain 5ditor ?2G2 p. 3;@. 's long as the adept uses

Ignore 1ain he7she ignores all damage modifiers. The character will not &e rendered unconscious

from Stun damage though he7she might fall unconscious when reaching or passing 4eadly 1hysical

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!0 Poers

damage ?see Consciousness 2G2 p. 3;@. The character can sustain this power for ?2agic

attri&ute@ Com&at Turns. If the Character got damage when ignoring pain he7she suffers due to the

intense strain ?2agic attri&ute7$@2 4rain which must &e resisted with Willpower. 'dditionally

Ignore 1ain can+t &e used for the ne<t ?2agic attri&ute@ hours.

/mproved Ability 

Cost: s#e,al   Sources Shadorun 3.0" #. 16 ($S)   C

This power gi)es you additional dice for use with a specific 'cti)e Skill. 4ice purchased for the

'cti)e Skill carry o)er eEually to any specializations of the skill you know. If you are defaulting to

the impro)ed skill only 7$ ?round down@ of the Impro)ed '&ility dice may &e used. Rou cannot

ha)e more additional dice than your &ase skill rating or your 2agic 'ttri&ute whiche)er is less. 8or 

e<ample an adept with 1istols " and 2agic

- cannot ha)e more than " Impro)ed

'&ility ?1istols@ dice. (emem&er that

Impro)ed '&ility does not actually impro)ea skillNs rating it only pro)ides additional

dice for tests in)ol)ing the skill.

/mproved Ability 0E*panded1

Cost: s#e,al   Source: State of the rt !064" #. 66 ($an%ro)   C

Increasing num&er of adepts howe)er ha)e learned to e<pand the limits of this a&ility throughtraining practice and natural talent &eyond its original scope so that it is now applica&le to other 

skills. The e<panded skills are listed &elow with their associated costs.

/mproved Physical Attribute

Cost: 0.5 / level   Source: Shadorun 3.0" #. 16 ($S)   C

With this power you can impro)e a 1hysical 'ttri&ute ?ody Strength Buickness@. 5ach le)el of 

this power increases the 'ttri&ute &y . If you later want to increase the 'ttri&ute using Karma the

cost is &ased on the total 'ttri&ute including the magical impro)ements. Impro)ing Buicknessimpro)es (eaction and Com&at 1ool normally. This power allows you to e<ceed your racial

ma<imums &ut each le)el o)er the ma<imum costs dou&le ? point per le)el@.

/mproved #e%le*es

Cost: s#e,al   Source: Shadorun 3.0" #. 16 ($S)   C

This power increases the speed at which you react 9ust like Wired (efle<es. 8or 

each le)el you recei)e $ to (eaction and an additional Initiati)e die. The ma<imumle)el of Impro)ed (efle<es is ; and the increase cannot &e com&ined withtechnological or other magical increases to (eaction or Initiati)e.

Note This power renders Impro)ed (eaction originally in S($ null and replaces

Increased (efle<es.

/mproved Sense

Cost: 0.!5 / ,2#rove2ent   Source: Shadorun" #. 16 ($S)   C

Rou ha)e a sensory impro)ement not normally possessed &y your race. Impro)ements include

>ow#>ight or Thermographic :ision 0igh# or >ow#8reEuency 0earing and so on. *nless an

impro)ement in)ol)es radio or similar technological phenomena any sense pro)ided &y cy&erware

!0  Adept Compendium 2065

 Level Cost  $

$ ;

; -

 Skills Cost er !ie

'thletics 4i)ing Stealth %.$-

Com&at Skills %.-'rtistic71erformance Knowledge Skills %.$-

7( Social and :ehicle Skills %.-

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Poers !1

can also &e pro)ided &y this power. *nlike cy&erware there are no package deals on cost.

'dditional Impro)ed Senses are descri&ed here.

+irection SenseF Rour sense of direction is so acute you know what direction you are facing and

whether you are a&o)e or &elow the local ground le)el with a successful 1erception ?"@ Test. This

a&ility is especially useful for tri&al hunters guides spies and runners who pursue similar occupations.

Impro,ed ScentF Rou can identify scents in the same way as a &loodhound. y making a

successful 1erception Test you can identify indi)iduals &y scent alone and can tell if someone

whose scent you know has &een in an area recently. The strong smells of most sprawls may impose

1erception 2odifiers on the use of this sense.

Impro,ed 'asteF Rou can recognize the ingredients of food or &e)erage &y taste alone. '

successful 1erception Test allows adepts with Chemistry or a similar Knowledge Skill to identify

ingesti)e poisons and drugs concealed in food or drink. ' successful 1erception ?"@ Test allowsadepts to determine if a sample of water is pure enough to drink.

Flare CompensationF Rour eyes adapt Euickly to intense light allowing you to a)oid the effects

of flash grenades and similar weapons. This power function e<actly like the cy&ernetic )ersion of flare compensation.

Sound +ampeningF Rour ears are protected from loud noises and ad9ust Euickly to suddenchanges in noise le)el. The sound dampening power functions e<actly like the cy&ernetic dampener 

enhancement.

Impro,ed -alanceF In many ways a magical inner ear. It pro)ides a #$ to Target Aum&ersin)ol)ing the recognition of &alance &e it walking a tightrope dealing with freefall or coping with a

car spinning wildly out of control. It is of course the =2Ns discretion as to when it does or does not

apply.

+istance SenseF The adept has a sort of /magical range finder/ sense. This power is not digitally

accurate &ut the adept can gain a good sense ?=2Ns discretion@ of most distances.

8rom T0 'nderson ?ryumyoic.mankato.mn.us@

/mproved Sense 0E*panded #ules1

Cost: 0.!5 / ,2#rove2ent   Source: aen,ngs" #. 116 ($S)   C

The following information offers specific )ariations of this power. *se the 1erception and

Success ta&les as guidelines for 1erception Test target num&ers gained per success in using the

impro)ed physical senses power.

Con!ition T" Successes Result  

Su&9ect in >ine#of#Sight " =eneral information no details

Su&9ect &eyond )isi&le7sensor range , $ 2inor details with some inaccuracies

Su&9ect present only in astral space % ; 'll details accurate some minor details

o&scure

" Complete detailed information

/nertia Strike

Cost: 0.5   Source: State of the rt !064" #. 66 ($an%ro)   C

'n adept with this power performs a powerful melee or unarmed attack channeling energy into

knocking the opponent off his7her feet. The &ase 4amage >e)el of the attack is reduced &y one &ut

the opponent must make a Knockdown Test ?e)en if no damage is caused@ as if the 4amage >e)el

 Adept Compendium 2065 !1

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!! Poers

was one le)el higher than the &ase. ' character who suffers a Serious Wound or worse is

automatically knocked down.

/nvisibility 

Cost: !   Author: unnon

The adept using this power concentrates so that )isi&le light &ends around him. This will fool the

naked eye as well as cameras and low#light )ision &ut will not fool non#)isual sensors?thermographic ultrasound scent etc.@. The power allows the adept to &ecome in)isi&le for a

num&er of turns eEual to his7her 2agic rating after which the adept must resist 4rain of ?2agic7$@

2.

Notes eing that I donNt know who the author of this power is I took the li&erty of adding the

4rain &it at the end. 5)en with that howe)er 4rain may &e a &it lightQ the =2 can certainly raise it

to ?2agic7$@2 or $2 ?and so on@.

/ron +ut Cost: 0.!5 / level   Source: State of the rt !064" #. 66 ($an%ro)   C

'n adept with Iron =ut can eat nearly anything and his7her &ody will digest and pass it withoutharm. 5ach le)el of Iron =ut reduces the 1ower of ingested to<ins &y $.

Note The canonic Iron =ut and Sustance powers replace Iron Stomach created &y 'rthur S.

/ron ,ungs

Cost: 0.!5 / level   Source: State of the rt !064" #. 66 ($an%ro)   C

'n adept with Iron >ungs has a dramatically e<panded lung capacity. 5ach le)el of Iron >ungs

increases the amount of time an adept can hold his7her &reath &y "- seconds ?S(Comp p. "3@.

Note This power replaces the 4eep reathing power originally listed in A5(1S Shadowlore andthe 5nhanced (espiration power originally designed &y 2ark 2ohan.

/ron 2ill 

Cost: 0.5 / level   Source: ag, ,n the Shados" #. 150 ($S)   C

The iron will power makes an adeptNs will e<ceptionally resistant to outside influence. 8or each

le)el of this power the adept rolls an additional die when resisting any attempt to control affect or alter his7her mind. This power does not defend against illusion or mana#&ased com&at spells.

.illing )ands

Cost: s#e,al   Source: Shadorun 3.0" #. 170 ($S)   C

 Aormal unarmed attacks do ?Strength@2 Stun 4amage. This power uses magic

to turn unarmed attacks into lethal physical damage. When using *narmed

Com&at and Killing 0ands you may do normal stun damage or physical damageas purchased. The use of Killing 0ands must &e declared with the *narmed

Com&at attack.

' Killing 0ands attack is effecti)e against creatures with Immunity to Aormal

Weapons. Their defensi)e &onuses do not count against Killing 0ands. Killing

0ands can also &e used in astral com&at if you ha)e the 'stral 1erception power 

and are using it to see into the astral plane.

!!  Adept Compendium 2065

 Damage Cost 

?Str@> %.-

?Str@2

?Str@S $

?Str@4 "

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Poers !3

.inesics

Cost: 1 / evel   Source: State of the rt !064" #. 66 ($an%ro)   C

'n adept with Kinesics has complete control o)er his7her &ody+s non)er&al and su&conscious

communications and social cues e)en when engaged in stressful scenarios. This control includesfacial e<pressions &ody mo)ements posture eye mo)ements and internal &iological stressfunctions such as heart&eat &lood pressure and sweet glands. The adept is also gifted at reading

others+ &ody language and cultural#specific affectations and mimicking their cues to his7her 

ad)antage. 's a result this power &oosts the character+s natural presence and social charms.

5ach le)el reduces the target num&er for 5tiEuette and Aegotiation Tests &y a minimum target

num&er of $. The adept also adds die per le)el to any social situation Charisma Success Test the

character makes. 'dditionally apply a $ modifier per le)el to any test to disco)er whether theadept is lying or not ?including magic and technological tests@. 2a<imum le)el is ;.

Two adepts with Kinesics and within sight of each other can use a Comple< 'ction to

non)er&ally communicate simple notions to each other using &ody language alone. Only &asic

messages and emotional states can &e con)eyed yes no I don+t want to I+m angry look out &ehindyou and so on.

,inguistics

Cost: 0.!5   Source: State of the rt !064" #. 66 ($an%ro)   C

>inguistics allow an adept to a&sor& a new language in a )ery short time &y e<posure to it. Only

?% D 2agic attri&ute@ hours of e<posure to the language are reEuired to learn it. 't the end of this

time the adept makes an Intelligence Test

against an appropriate target num&er ?see

 &elow@. If successfulthe adept gets the

>anguage skill at (ating at no Karma cost.

Increasing the skill costs the standard amount &ut reduce the &ase learning time for the adept

 &y half.

,ittle Death

Cost: 0.5   Author: =av,d %err8 (+h,te +olf -3&)

This power allows the adept to enter a trance. In this dormant state the adeptNs meta&olic rate

decreases to such an e<tent that e)en modern medicine cannot detect that he is ali)e.The only pro&lem with this power is that the adept must decide &efore he enters the trance how

long the trance is to last. Once this decision is made the adept will not wake from the trance until

this time has passed regardless of any outside stimuli.It is possi&le for an adept to remain in trance too long and wake up in pieces in the mortuary

ha)ing 9ust had an autopsy performed on him.

Notes Considering this power costs less than the canonical Suspended State power further 

restrictions may &e desired such as &umping up the cost slightly.

,iving "ocus

Cost: 1   Source: State of the rt !064" #. 67 ($an%ro)   C

>i)ing 8ocus allows an adept to channel mana into his7her own &ody in order to sustain a spell

cast on him7her ?an effect similar to a sustaining focus@. Thereafter the magician that cast the spell

does not need to sustain the spell. The adept howe)er suffers the usual $ modifier for sustaining

 Adept Compendium 2065 !3

 Language is# T" 

Common ?'ra&ic 'ztlaner Spanish =erman@ "

*ncommon ?Sperethiel Swahili *krainian@ ,O&scure ?>atin Or+zet Sami@ 6

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!4 Poers

the spell. The 8orce of the sustained spell cannot e<ceed the adept+s 2agic attri&ute. Only one spell

may &e sustained at a time in this fashion.

,uck 

Cost: !.5 / level   Author: 'erbert . 'eler ** (+h,te +olf -3&)

*nlike other a&ilities co)ered here a so#called /luck/ a&ility continues to defy scientific analysis.

0owe)er anecdotal e)idence suggests that some folks are 9ust plain lucky.In fact noted shadow 9ournalist 4omingo 0iguera de)oted his7her $%- prize#winning simsense

documentary orn >uckyF The /Teela rown/ 8actor In Shadowrunning to the e<ploits of a runner 

for whom things always fell into place.

The most useful ?and perhaps most dangerous@ skill an adept can possess >uck directly increases

the adeptNs Karma 1ool ?S(; p. $",@ &y one point per $.- 2agic points spent.

This is good for any situation where the Karma 1ool can &e used &ut luck points are not

 permanently e<hausted &y &uying successes ?for this reason >uck points should &e recorded

separately from the earned Karma 1ool@. >uck points can ne)er &e contri&uted to Team Karma nor may they &e used as goodX Karma. In other words an adept with this a&ility cannot use >uck to

increase 'ttri&utes or Skills &ond magic items &ecome an Initiate or do anything else that reEuires

actual Karma points.

N'$ >uck can un&alance a campaign and should &e introduced with caution.

Magical Power 

Cost: 1 / level   Source: ag, ,n the Shados" #. !! ($S)   C

This power allows you to use the 2agical Skills of Sercery and Con9uring with an effecti)e2agic 'ttri&ute eEual to your le)el in 2agical 1ower. 8ollow the standard rules for using 2agical

Skills and choose a tradition either shamanic or hermetic.

4uring character creation only each le)el of this power also gi)es the character , Spell 1oints tospend on spells spirits and so on ?see S(; p. -"@.

Note See either 2itS p. $$ or p. -6 on the creation of magical adepts and the use of 2agical

1ower.

Magic #esistance

Cost: 1 / level   Source: Shadorun 3.0" #. 170 ($S)   C

Rou possess an inherent resistance to sorcery. 'dd die per le)el of this power to all your Spell

(esistance Tests. Rour magic resistance does not interfere with spells that you choose not to resist.The only critter power this protects you from is the Innate Spell power ?and critters using Sorcery

of course@.

Magic Sense

Cost: 0.5 / level   Source: ag, ,n the Shados" #. 150 ($S)   C

The magic sense power allows an adept to sense magical energies and effects within a radius

eEual to the adeptNs 2agic 'ttri&ute < - in meters. *se the 4etection Spell Ta&le ?S(; p. !$@ to

determine the target num&er for the adeptNs 1erception Test and the information gained. *se of this power does not make adept astrally acti)e.

!4  Adept Compendium 2065

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Poers !5

Melanin Control 

Cost: 0.!5   Source: State of the rt !064" #. 67 ($an%ro)   C

'n adept with 2elanin Control has the a&ility to alter his7her hair or skin color within the limits

of natural skin tone for the character+s metatype for ?2agic attri&ute@ hours. *se of 2elanin ControlreEuires a Comple< 'ction to shift either hair or skin color one grade. There are four standardgrades of hair colorF white7gray &londe red7&rown &lack. Therefore to shift al&ino skin to &lack 

reEuires three Comple< 'ctions

Note This canonic 8acial Sculpt and 2elanin Control powers replace 2ask originally created &y

=urth.

Meld 

Cost: 3   Author: ;r,an ,ng (noturnal@#r,2ar8.net)

This a&ility allows a physical adept to Za&sor&N o&9ects into their &odies. These o&9ects can &e no

larger than the adept himself thoughthey include pistols kni)es clothes sil)erware from

nightclu&s etc. The adept can only take in his7her ody (ating < $ in kilograms.2elding7unmelding is a fairly instantaneous process. :ery small o&9ects ?keys &ullets etc.@

reEuire a 8ree 'ction to meld7unmeld. O&9ects around the size of the adeptNs hand ?wallets small

kni)es shuriken etc.@ reEuire a Simple 'ction. >arger o&9ects ?pistols clothing small computers@

reEuire a Comple< 'ction. 't the time of a&sorption the adept must &e holding the o&9ect. ullets

or pro9ectiles cannot &e a&sor&ed unless they are pro9ectiles the adept has caught with the missile

 parry power.The adept cannot ZloseN anything in his7her &ody. If he melds something it will unmeld in his7her 

hand. O&9ects that are melded do not e<ist inside the adept in the same state that they outside of the

adeptQ they thus do not show up on scanners e<cept as an increased amount of the o&9ectsN

constituent elements inside the adept.

The adept may meld foci &ut any melded foci must &e &onded to the adept. 'depts may not meldany li)ing macroscopic creaturesQ dust mites may &e present on clothing that is melded &utcockroaches arenNt going to come along for the ride.

Notes Some indi)iduals concerned a&out potential a&uses of this power may limit it &y

restricting the le)el of comple<ity of o&9ects that are melded. Such a restriction would rule outmicronukes for e<ample &ut not kni)es or keys. O&9ects of intermediate comple<ity ?i.e. pistols@

would &e up to the =2Ns discretion.

Melee Sense

Cost: 0.5 / level   Author: :. r, Seaton (er,@freenet.v,tor,a.b.a)

5ach le)el of this a&ility negates one target num&er modifier from facing multiple opponents. 8or e<ample if the character is fighting three opponents and he has 2elee Sense le)el one he will only

suffer a penalty of . 'lso his7her opponents only take a &onus of # to their rolls.

Notes It is worth noting that this power only negates target num&er modifiersQ it cannot reduce

the target num&er &eyond what it would &e without multiple opponent penalties.

Missile Mastery 

Cost: 1   Source: ag, ,n the Shados" #. 150 ($S)   C

'n adept with the missile mastery power possesses such a highly de)eloped talent for for 

throwing weapons that in his7her hands normally harmless items such as pens credsticks and I4

cards &ecome deadly weapons. 'depts make attacks with such items using Throwing Skill.

 Adept Compendium 2065 !5

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!6 Poers

*northodo< missiles such as pens ha)e a &ase 4amage Code of ?7$ adeptNs Strength rounded

down@>. Impact armor resists damage from such missiles. Items with an edge or point inflict

1hysical damage while &lunt o&9ects do Stun damage. 'depts using the missile mastery power to

throw standard missile weapons such as shuriken and throwing kni)es add $ to the weaponNs

1ower >e)el.

Missile Mastery 0E*tended1

Cost: 1.5   Author: unnon

This e<tends 2issile 2astery allowing the adept to throw up to ?Buickness7$@ throwing weapons

as urst 8ire ?S(; [email protected] adept can only throw prepared throwing weapons. ?The Simple

'ction (eady Throwing Weapon prepares up to the ?Buickness7$@ Throwing Weapons of similar 

types.@ 'll pro9ectiles must &e thrown on the same target. The gamemaster has to decide whether 

standard urst 8ire rules are applied or damage is calculated for e)ery single throwing weapon.

Note The gamemaster might allow an adept who possesses 2issile 2astery ?5<tended@ as well as

2issile 1arry to catch a 2issile Sal)o out of the air. This is then limited to ?Buickness7$@ missiles per 8ree 'ction. This increases the Target Aum&er for e)ery missile &eyond the first &y .

Missile Parry 

Cost: 1   Source: Shadorun 3.0" #. 170 ($S)   C

Rou can catch slow#mo)ing missile weapons such as arrows thrown kni)es or shuriken out of 

the air. 2ake a (eaction Test ?plus any Com&at 1ool dice you choose to allocate to the test@ against

a Target Aum&er of % minus the &ase target num&er for the range of the incoming attack. 8or 

e<ample against an arrow coming from long range the target num&er is " ?% D , the &ase Target Aum&er for long range@. If the attack were from short range the Target Aum&er would &e , ?%#"

the &ase Target Aum&er for short range@.

To successfully gra& the missile weapon out of the air you must generate more successes withyour (eaction Test than the attacker achie)ed on the 'ttack Test. Ties go to the attacker. *sing

2issile 1arry is a 8ree 'ction.

Note This power replaces the 'rrow Cutting power originally listed in White Wolf P;6.

Missile Parry 0E*tended1

Cost: 1.5   Author: :ensArthur e,rba (le,rba@#vv.ntnu.no)

Similar to the 2issile 1arry power 5<tended 2issile 1arry allows the physical adept to e<tend

that power to an indi)idual he or she is protecting up to ; meters away from the physical adept.

Molecular AgitationCost: s#e,al   Author: unnon   D

This power allows the adept to agitate the

molecules of certain things as to set them a&laze.

This power has a range of ?2agic attri&ute@ meters

>OS.

Notes The =2 may wish to change the range to

 &e eEual to the adeptNs 2agic rating or perhaps?2agic rating < $@. 'dditionally the =2 may wish

to lower the costs.

!6  Adept Compendium 2065

 Level Cost Agitate

$ 1aper and light materials

$ " Thicker materials such as cloth

; , Organic materials such as skin

and li)ing wood

" 6 Set fire on an area of ?2agicattri&ute7"@ sEuare meters

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Poers !7

Motion Sense

Cost: 0.5   Source: State of the rt !064" #. 67 ($an%ro)   C

'n adept through magical sensory perception of minute distur&ances in the surrounding mana

can unconsciously detect the presence of o&9ects people or animals that mo)e within ?2agicattri&ute@ meters e)en when sight sound or smell detect nothing. 'n adept makes a 1erception Testagainst the appropriate target num&er gi)en &elow or against the result of the target+s Open Stealth

Test ?if stealthing@Q apply a target num&er modifier eEual to any ackground Count present. Only

one success is needed to detect the

mo)ement. If a target is detected the adept

recei)es a #$ reduction to any )isi&ility

modifiers to strike at it ?so an in)isi&letarget normally 6 to strike would only &e

at , to hit for the adept@. This sense

cannot detect mo)ement on the other side

of astral &arriers.

Movement E%%iciency 

Cost: s#e,al   Author: =av,d nderson ([email protected])

8or as long as Shadowrun+s &een around people ha)e wanted to &e faster.This has always &een accomplished &y adding points to (eaction or adding

dice to Initiati)e. I mean look at a 2W ". Buite a &it of increase there.

0owe)er to my knowledge no one has dealt with the theory of efficiency in

mo)ement. This approach of additional actions does not add to a character+s

(eaction or Initiati)e. Instead it decreases the delay &etween the characters

actions.

' normal character must su&tract % from his7her initiati)e after e)eryinitiati)e pass. 'n efficient character may reduce his7her total &y less. The

first appearance of such efficiency was in a 1hysical 'dept. Thought the cost

of higher le)els is su&stantial it makes it more difficult to a&use. Characters

with le)el 6 gain nearly twice as many actions as a normal character with the

same initiati)e score. =2+s should &e wary of munchkinism. 2o)ement

Conser)ation is incompati&le with any cy&erware or &ioware which directlyraises Initiati)e or (eaction. Cy&er or io that indirectly raises reaction ?through Euickness or 

intelligence@ are compati&le.

'll magical increases to reaction or initiati)e function normally with this a&ility.

Notes 's mentioned a&o)e =2s should &e wary of munchkin a&use. The fact that this power 

modifies the initiati)e turn itself may &e a red flag to some =2s. The =2 may wish to cap le)els at

say " reser)ing higher le)els for A1Cs. 'lso cost may &e increased at =2Ns discretion.

Multi-Tasking 

Cost: 0.5   Source: State of the rt !064" #. 67 ($an%ro)   C

2ulti#Tasking grants the adept the a&ility to gather information from multiple senses

simultaneously and also to concentrate on two separate actions7thoughts at the same time. The adept

may use two 8ree 'ctions per Initiati)e 1hase. 8or e<ample an adept can read data off a )id#screen

and simultaneously listen to the commlink pro)iding full attention and focus to each.

 AoteF This allows an adept with Centering to center two times in a com&at phase &ut the

gamemaster shouldn+t allow the center two times for e<actly the same action.

 Adept Compendium 2065 !7

 $oving thing is# T" 

Smaller than the a)erage cat 6

Smaller than a)erage mid#sized metahuman ,

')erage mid#sized metahuman ?human elf ork@ "

>arger than a)erage mid#sized metahuman $

 Level Cost Delay

.- !.-

$ !

; .- 6.-

" $ 6

- $.3- 3.-

, ;.- 3

3 ".$- ,.-

6 - ,

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!& Poers

Mystic Armor 

Cost: 0.5 / level   Source: Shadorun 3.0" #. 170 ($S)   C

This power magically toughens your skin to resist the effects of damage. 5ach le)el pro)ides you

with point of Impact 'rmor cumulati)e with any worn Impact 'rmor. 2ystic 'rmor does not pro)ide allistic 'rmor. 2ystic 'rmor also protects against damage done in astral com&at.

Mystical #each

Cost: s#e,al   Author: :ensArthur e,rba (le,rba@#vv.ntnu.no)

' sort of )ariant o)er the 4istance Strike power some physical adepts de)elop that which may

only &e descri&ed as /2ystical (each/. Their punches reach farther and their kicks co)er more

ground. 2ystical (each often manifests as a ?&riefly glowing@ ghostly image of the lim& of the

 physical adept when the physical adept employs this power.

2ystical (each only applies to unarmed strikes and not holds throws or armed com&at. (aces with e<tended reach ?such as Trolls@ must &uy this

 power at le)el $ or a&o)e to gain any &onus # only the highest &onus to reachis used no matter the source of the reach &onus.

3egamage

Cost: !   Author: 'erbert . 'eler ** (+h,te +olf -3&)

This power gi)es the adept an spell defense pool. This pool is eEual to the adeptNs willpower or sorcery skill the higher of the two. 'n adept with astral perception gains $ e<tra die while astrally

 percei)ing.

Notes 's the new S(; Spell 1ool is calculated differently you may wish to use it

?IATWI>2'=7;@ to get the )alue for the adeptNs spell defense pool. =2s who feel this power 

may un&alance their campaign are encouraged to increase the cost to ; or e<clude the power.

3erve Strike

Cost: 1   Source: ag, ,n the Shados" #. 150 ($S)   C

 Aer)e strike allows an adept to inflict damage that affects a targetNs ner)ous system. The adept

makes a standard unarmed attack against a &ase Target Aum&er of " plus the targetNs Impact 'rmor (ating. (ather than inflicting damage e)ery $ net successes reduce the targetNs Buickness &y . If 

Buickness is reduced to % the target is paralyzed. >ost Buickness is reco)ered at a rate of point

 per minute. Aer)e strike is most effecti)e against human and metahuman opponents. When used

against critters the &ase Target Aum&er is , ?or higher if the critter has an unusual anatomy@.

Targets that lack a functional ner)ous system such as machines spirits and zom&ies are immune to

this power.

3imble "ingers

Cost: 0.5   Source: State of the rt !064" #. 67 ($an%ro)   C

 Aim&le 8ingers allow the adept to perform simple refle< and timing tricks more efficiently and

effecti)ely. It grants the adept die to Stealth or Buickness Tests that in)ol)e sleight#of#hand

actions. 'dditionally Insert Clip 1ick *p71ut 4own O&9ect (emo)e Clip and *se Simple O&9ect

are 8ree 'ctions for the adept.

!&  Adept Compendium 2065

 Level Reach Cost 

$ $ ;

; ; -

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Poers !

3ormalcy 

Cost: 0.5 #er level   Author: ad8 :est8r (>[email protected],al,x.o2.au)

This power is somewhat like the magical spell /4isregard/ with elements of /Chaos/ or /Chaotic

World/. The adept possessing the power of normalcy &ecomes a nonentity in the mind of his7her enemies # they are inclined not to notice him. The adept 9ust looks like an ordinary Yoe ande)eryone+s minds are encouraged to &elie)e this. To acti)ely notice an adept with normalcy acti)e

you must make a Willpower test with a target num&er dependent on the le)el of the power the adept

has purchased. Ao action may &e taken regarding the adept+s presence until this test has succeededQ

one test may &e made per round.

The Target Aum&er to acti)ely notice someone using the normalcy power is " [$ < >e)el of 

normalcy power\. This power does not function on the astral plane and use of normalcy negates anyattempts at acti)e 2asking &y the adept while the power is acti)e. The normalcy power is only

acti)e for a limited durationQ this is eEual to [7$ 2agic (ating\ [le)el of Aormalcy power\ in

turns. The adept using this power suffers drain when the power e<pires. The 4rain (esistance Test

is against [$ < >e)el\2.The Willpower test to act may &e granted &onuses if a normal person should not &e where the

adept is. In other words this power makes the adept &lend inX like a guy on the street. If a guy on

the street would &e out of place so is the adept. The 2a<imum >e)el is ".

Pain #elie% 

Cost: 1   Source: State of the rt !064" #. 67 ($an%ro)   C

1ain (elief allows an adept to channel energy into his7her hands and apply it to chakra points on

another target ?the adept cannot use 1ain (elief on himself@. *sed in many 'sian techniEues like

(eiki acupuncture and Shiatsu massage this techniEue allows the adept to dissipate fatigue stress

muscle tension and pain. To represent this energy manipulation the adept makes a 2agic ?% D 

Target+s 5ssence ?round down@@ Test. Success reduces the target+s Stun damage &y one le)el ?i.e.from Serious to 2oderate@. The techniEue reEuires a &ase time of ;% minutes of uninterrupted

concentration ?di)ided &y the num&er of successes@ and reEuires the adept to maintain skin contact

with the target. 1ain (elief can &e used to alle)iate 4rain.

Pain #esistance

Cost: 0.5 / level   Source: Shadorun 3.0" #. 170 ($S)   C

1ain (esistance allows you to ignore the effects of in9ury. It does not reduce actual damage onlyits effect on you. Su&tract your le)el of 1ain (esistance from your current damage &efore

determining your in9ury modifiers. 8or e<ample and adept with ; le)els of 1ain (esistance does not

suffer any modifiers for &eing >ightly or 2oderately wounded. 't " &o<es of damage the adept hasonly a modifier ?" D ; ] or >ight damage@. 1ain (esistance works eEually on &oth the 1hysical

and Stun Condition 2onitors.

1ain (esistance also allows you to resist pain from torture magic illness and so on. The le)el issu&tracted from your target num&ers to resist pain such as a ody or Willpower Test against the

symptoms of a painful disease interrogation torture and so on.

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30 Poers

Penetrating Strike

Cost: 0.75 / level   Source: State of the rt !064" #. 67 ($an%ro)   C

'n adept with this power channels great force a short distance forward while making an unarmed

melee attack there&y &ypassing a target+s Impact armor. 5ach le)el of 1enetrating Strike allows anadept to reduce the target+s Impact armor &y for the purposes of determining damage only. This power may &e com&ined with Killing 0ands &ut not 4istant Strike. 2a<imum le)el is three.

Pheromone Control 

Cost: 0.5 #er level   Author: Gurth ([email protected])

y consciously controlling his7her pheromone glands the adept can affect the reaction people

ha)e toward him or her much like the tailored pheromones &ioware.

5ach le)el adds die to the adept+s Charisma and Social Skill rolls. This power is effecti)e out to

twice the adept+s 2agic (ating in meters in a wind still situation and the power+s le)el is hal)ed?rounded down@ when applied to a person of another metatype than the physical adept.

The ma<imum le)el that may &e purchased is eEual to the adept+s natural Charisma 'ttri&ute(ating.

The adept may choose to specialize his7her 1heromone Control power to a specific gender in

which case the num&er of dice rolled for tests made against mem&ers of that gender are increased &y

-%V ?round up@ &ut for tests against the opposite gender they are hal)ed. This is in addition to thenormal hal)ing for using the power against persons of another metatype.

Specializing must &e chosen when the power is &oughtQ if an adept wants to specialize later on he

or she must &e the 1heromone Control power a second time.

Poison )it 

Cost: s#e,al   Author: 9a#t. :; (,hael ;est)

When a physical adept makes a &are#handed strike on a li)ing opponent ?spirits and elementals

count@ and hit entirely flesh ?or scales etc.@ meaning his7her entire contact surface hits flesh theopponent must make a ody success test with the &elow target num&er or take the &elow damage

for the &elow num&er of turns. 0e only makes one test. If he fails he takes full damage for the full

num&er of turns. 5)ery turn &eginning at the ne<t turn. Buite a lethal power. It also grants the user 

immunity to other adepts similar hits of a eEual

or lesser le)el ?i.e. ' adept with le)el two

 poison hit is immune to le)el and $ poisonhits &ut not le)el ; " or -.@.

Notes The =2 may wish to allow the )ictim

to resist the damage each Turn particularlyconsidering the 4amage codes gi)en include

1ower. The Target Aum&er may also &e

standardized to something ?i.e. the adeptNs

2agic attri&ute@.

Power low 

Cost: 0.5 / level   Author: ar ohan (%S Shadolore" #. 13)

This skill does not need a &arehanded attack. It focuses magical energy into the point of attack so

the character adds the influence of the 1ower low to any melee attacks. (anged com&at cannot &e

impro)ed &ecause of the high speed of the pro9ectile and the fact that the adept cannot &e in direct

30  Adept Compendium 2065

 Level T" Damage Duration (Turns) Cost 

$ ;> $ .-

$ ; $2 $ $.-

; - -2 ; "

" , ;S " -.$-

- 6 ;4 " ,

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Poers 31

contact with the pro9ectile to channel the magical energy. 5ach .- adds to the power of the attack.

 Aote that this a&ility cannot &e used with de)ices such as stun glo)es stun &atons etc. as their 

effects are solely technological and the magic cannot affect the power of the attack. Rou canNt focus

magical energy like this into a non#impact weapon and stun &atons and the like manipulate

electricity to achie)e their effect.Notes This is one of those powers =2Ns may wish to put a cap on. Troll min#ma<er adepts

running around with ?ST($;@2 katanas is not a pleasant thing for A1CNs with families. The

=2 can cap this power in a )ariety of waysF increase the cost to .3- or per pointQ no &onus greater than magic ratingQ no &onus greater than skill le)elQ no &onus greater than 7$ of magic rating7skill

le)elQ etc.

Pro'ection

Cost: !   Author: Shadodaner (br,[email protected],nu.edu)

When the adept chooses this power he can shoot a &last from his7her hands and choose either 

flame ice acid or energy for the &last.5lemental effects apply. (ange is 2agic < ; and damage is ?7$ 2agic@2. Target Aum&er is

5ssence?(@. The adept suffers 4rain of [?1ower7$@ ;\ S. The adept can upgrade the wound se)erity

 &y for e)ery $.- magic spent ?i.e. from 2 to 4 costs - magic@.

Notes It is not made e<plicit whether or not the elemental effect is chosen at the time of purchaseor time of use and I would recommend at time of purchase. 8urther targeting 5ssence makes this

 power almost a&surdly potent against hea)ily cy&ered charactersQ the =2 may wish to change the

target to ody Willpower or Buickness.

4uick Draw 

Cost: 0.5   Source: ag, ,n the Shados" #. 151 ($S)   C

The Euick draw power allows an adept to use the Euick drawing rules ?S(; p. %3@ to Euick drawweapons other than pistols. In other words the adept can draw and use a single melee weapon

missile weapon throwing weapon or firearm in one action. The adept need not spend $ actions to

draw and ready the weapon and attackQ drawing or readying the weapon and attacking occur in the

action used for the 'ttack Test. If using a weapon reEuires a Comple< 'ction the adept may draw

the weapon and attack in a single Com&at 1hase.

If the weapon reEuires only a Simple 'ction to use the adept can draw it and make two 'ttack 

Tests in a single Com&at 1hase. The adept must succeed in a (eaction ?"@ Test to Euick draw.

4uick Strike

Cost: 3   Source: ag, ,n the Shados" #. 151 ($S)   C'depts with the Euick strike power possess the a&ility to leap into action with startling

suddenness. This power allows the adept to act first in one Initiati)e 1ass per Com&at Turn. This

action uses up the adeptNs action for that Initiati)e 1ass. This power cannot &e used during an

Initiati)e 1ass when the adept does not ha)e an action. The adeptNs Initiati)e Score is not affected.The adept must &e unwounded to use this a&ility.

#apid )ealing 

Cost: 0.5 / level   Source: Shadorun 3.0" #. 170 ($S)   C

Rou reco)er more Euickly from all forms of in9ury using magical energy to &oost the normal

healing process. 5ach le)el adds die to your ody for 0ealing Tests as well as ody Tests to

determine if you suffer a crippling in9ury from a 4eadly Wound. The power does not increase

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3! Poers

resistance to in9ury to<ins or pathogens &ut does allow you to reco)er from their effects more

Euickly. (apid healing has no effect on checks for magic loss.

Notes 'lthough it says all forms of in9uryX it is not entirely clear whether or not this power 

affects Stun as well as 1hysical &ut considering the canonical stance against magicNs a&ility to heal

Stun damage it seems likely that the power affects only 1hysical damage.

#egeneration

Cost: s#e,al   Author: :. r, Seaton (er,@freenet.v,tor,a.b.a)

This powerful a&ility allows the adept to heal faster from physical wounds. This power does notinterfere with any other form of healing ?though it will startle a street

docU@. 'lmost all physical wounds ?with the e<ception of the most

serious ones@ taken will heal without e)en scarring.

Notes =2s worried a&out the impact of the higher le)el?s@ of this

 power may cap its purchase at 3-V or -%V.

#esilience

Cost: 0.!5 / level   Source: State of the rt !064" #. 67 ($an%ro)   C

'n adept with (esilience has the natural power to sta&ilize 4eadly wounds and minimize

secondary effects associated with e<treme wounds such as se)ered or maimed lim&s cracked &ones

or heart attack. The adept gains die per le)el for sta&ilization tests ?see 4eadly Wounds and 8irstaid S(; p. $!@. The adept also recei)es an e<tra die per le)el when checking for permanent

damage resulting from 4eadly Wounds ?see 4eadly Wounds and 1ermanent 4amage S(; p. $3@.

'dditionally the adept reduces the target num&er &y # per le)el when testing for wound effects

?see 4etermining Wound 5ffects 2G2 p. $,@.

#evitali$ationCost: s#e,al   Author: :. r, Seaton (er,@freenet.v,tor,a.b.a)

This power is to stun damage what (egeneration is to physicaldamage. In other words it reduces the amount of time taken to

reco)er from stun damage.

Notes 8ollowing the canon healing stun damage shouldnNt &e

affected &y magic and so =2s are strongly encouraged to gi)e

consideration &efore allowing this power.

#ooting 

Cost: 0.!5 / level   Source: Shadorun 3.0" #. 151 ($S)   CThe rooting power allows the adept &y spending a Simple 'ction and concentrating for a

moment to e<tend the force of his7her aura to root himself to the ground and &ecome an immo)a&le

o&9ect.

5ach le)el of the power adds die to all tests the adept makes to resist &eing knocked down

thrown le)itated or otherwise mo)ed against his7her will. The adept cannot mo)e while using this

 power &ut can otherwise act normally ?including making attacks@ adding $ to all target num&ers.

3!  Adept Compendium 2065

 Level %ealing Time Cost 

3-V

$ -%V ;

; $-V -

 Level %ealing Time Cost 

3-V

$ -%V $

; $-V -

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Poers 33

Shockwave

Cost: 1   Author: :u2bler (>[email protected])

y using this skill the adept charges his7her &ody with kinetic energy and &ecomes ground#zero

of a physical shockwa)e which affects e)eryone e<cept himself. The radius is 2agic7$ meters.5)eryone who fails a strength test against the magic attri&ute of the adept is thrown a distance of meters eEual to the 2agic rating of the 'dept minus the meters he stood away from the center of the

wa)e. 5)ery success can &e added to the distance the )ictim stood away from the 'dept. If a )ictim

is thrown &ack ?i.e. distance successes does not eEual or e<ceed the adeptNs 2agic@ the )ictim is

automatically knocked down. If a )ictim scores enough successes to a)oid &eing thrown &ack he

must still make a Strength test against the adeptNs 2agic rating and score $ or more successes to

a)oid knockdown. This power needs % minutes to recharge.

$2ample  2a<imum Standard is surrounded &y some slots calling themsel)es the /=olden

=ators/. One of them 9ust tried to hit his face while two others are at ; and - meters. 2a< choosesto use Shockwa)e and there goes the party. 0e has 2agic 6 making his effecti)e radius " meters.

=ator is in close com&at with 2a< making his distance ground zero. 0e scores ; successes in hisstrength test making him fly away - meters ?6 ?2agic rating@ D % ?the distance from ground zero@ #

;?the successes scored@@. Ar. $ scores one success and is standing ; meters away. 0e is thrown "

meters. ?6#;# ] "@. Ar.; &eing at - meters is out of range and watches his &uddies fly high a&o)e

him lea)ing tiny little cracks in the &rick wall &ehind him.

Side Step

Cost: 0.5 / level   Source: State of the rt !064" #. 67 ($an%ro)   C

'n adept with Side Step can read the su&tleties of motion and &ody language to anticipate the

timing and location of a ranged or melee attack. 5ach le)el of Side Step grants the adept one

additional Com&at 1ool die only for purposes of 4odge and 8ull 4odge attempts.

Si*th Sense

Cost: 0.!5 / level   Source: ag, ,n the Shados" #. 151 ($S)   C

'depts with si<th sense possess the a&ility to immediately sense personal danger and leap into

action with startling suddenness. 5ach le)el allows the adept to roll an additional die when making

(eaction Tests for Surprise ?S(; p. %6@. These dice do not apply to any other type of (eaction

Test or Initiati)e roll.

Sliding 

Cost: 0.!5 / level   Author: :u2bler (>[email protected])

The a&ility ena&les the adept to slide on almost any ground like it was slippy ice. 8or each le)elthe adept can slide $ meters up to a ma<imum of 6 meters. 8or doing so the adept must accelerate

first whether &y running or 9umping or any other form of mo)ement.

The slided distance is added to the effecti)e rate of mo)ement for that com&at turn. That means a

human with Buickness?"@ and gliding ?$@ could mo)e up to - meters in a com&at phase. Of course

this would reEuire him to 9ump and slide the last ; meters lea)ing him lying on the ground. To run

or mo)e again he would ha)e to spend an action to get up.

'nd of course the direction can^t &e changed while sliding and this a&ility can not &e used whenusing Spider Walk. ?This would 9ust look ridiculous.@

'nother oddity is that this a&ility seems to flatten the &ody in a way making it small enough to

for e<ample slide &eneath a car without any danger. This also translates into other situationsQ for 

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34 Poers

e)ery two le)els of =liding add one die to tests in)ol)ing sEueezing into or out of spaces including

'thletics ?5scape 'rtist@ tests. =reat for getting on the other side pretty fast and pretty surprising.

Or entering a room in a Euite dramatic way with &oth pistols ready for action. ' must for e)ery

ruce Willis 8anU

Note ecause /=liding/ has &een taken &y a canonic power I renamed this to Sliding.

Smashing low 

Cost: 1   Source: ag, ,n the Shados" #. 151 ($S)   C

The smashing &low power allows an adept to focus magical energy into a de)astating strikedesigned to smash through &arriers. The adept makes an *narmed Com&at Test against the arrier 

and compare the result to the unmodified arrier (ating determining the effect according to the

arrier 5ffect Ta&le ?S(; p. $"@. This power can &e de)astating when com&ined with the

increased strength or strength &oost powers. Smashing &low can &e used against o&9ects ?including

astral &arriers@ &y adepts with astral perceptionF the power adds $ to the adeptNs Charisma for such

attacks.

Sonar 

Cost: 0.5 / level   Author: lfredo lves (dghost@>uno.o2)

'n adept with this a&ility may detect o&9ects &y echolocation. This power works at a range of 

0earing 1erception (ating ?Intelligence plus any e<tra dice that apply towards hearing perception

tests@ times le)el purchased meters. 'nything

within that range may &e detected and identified &y

rolling the le)el purchased against a target num&er chosen &y the =2. The smaller the o&9ect the

higher the target num&er should &e. This is the

target num&er to identify the general nature of theo&9ect. The range of this a&ility is <% underwater.

0igh#8reEuency 0earing will detect the use of this

 power and an adept who wishes to use this power must first purchase 0igh 8reEuency 0earing ?part

of the e<panded rules for Impro)ed Senses@.

Sonic Scream

Cost: s#e,al   Author: 'erbert . 'eler ** (+h,te +olf -3&)

This power allows the adept to create a yell7scream that can &e heard from a great distance. The

force of this scream is so great that it can shatter glass deafen people or e)en knock people out.Such an attack lea)es people with a ringing sound in their head which causes deafness for a num&er of minutes eEual to the adeptNs magic rating and also create a $ modifier 

to all target num&ers unless the person has some sound damping which

would then ignore the these effects. The area effect radius is eEual to the

adeptNs magic rating in meters. 'ny distance &eyond that radius and the

 power &egins to drop point per meter. The adept rolls his7her magic

rating )ersus a target num&er of ". 8or e)ery $ net successes raises the

wound le)el &y . 1eople resist this attack using ody. 'll damage is Stun.'ny&ody wearing protecti)e headgear lowers the power rating &y the

impact armor rating of the head gear. 'nyone one who has sound dampeners lowers the power &y ".

Singing skill will add a num&er of dice to the attack eEual to the one half the skillNs rating.

34  Adept Compendium 2065

 Si&e an! Details T" 

2etahuman sized ,

8or each time size is hal)ed

8or each time size is dou&led #=eneral 4etails ?=ender7(ace@ $

4etailed ?(ough appro<imation of &uild@ "

Specific ?8acial 8eatures@ ,

 Level Damage Cost 

?Wil7$@>

$ ?Wil@> $

; ?Wil@2 "

" ?Wil@S 6

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Poers 35

Spell Shroud 

Cost: 0.!5 / level   Source: ag, ,n the Shados" #. 151 ($S)   C

'depts with the spell shroud power possess the a&ility to cloakX their presence in astral space

making them difficult to detect &y spells designed to do so. 8or e)ery le)el of the power the adeptadds die to Spell (esistance Tests against detection spells only. Aote that the spell shroud power does not affect attempts to read the su&9ectNs aura )ia astral perception or otherwise spot the

character in astral spaceQ nor does it affect 2asking Tests.

Spider 2alk 

Cost: 1   Author: :u2bler (>[email protected])

*sing this power the 'dept is a&le to mo)e along walls and ceilings ?almost@ like on normal

ground. The adept can support his7her own weight plus - kg for e)ery point of strength he

 possesses &e them magical or cy&ernetically enhanced. 'll com&at#related tests are at a ". If theadept tries to run and fails an athletics?,@ test he looses touch and falls down.

Note eware that the adept is 9ust a&le to literally /hang around/ in some places. Ae)er A5:5(is gra)ity reduced or somehow changed. 'll o&9ects the adept drops will fall to the ground. The

same is for clothing so any adept hanging around upside down should think twice a&out wearing

capes and coats and stuff like that. They might get in the way.

Sprint 

Cost: 0.!5 / level   Source: State of the rt !064" #. 6& ($an%ro)   C

'n adept with this a&ility has refined her muscular control and force of surface contact to increaserunning speed. 5)ery le)el of Sprint grants a Buickness for determining running distance.

Note This canonic power replaces the 5nhanced 2o)ement power originally listed in White Wolf 

P;6 and the >egs of the Wind power created &y Y. 5ric Seaton.

Steel "ingers

Cost: 0.5 / level   Author: ar ohan (%S Shadolore" #. 13)

The adept has practiced thrusting his7her fingers into soil and sand while focusing his7her magical

energies to o&tain this discipline and can penetrate through most forms of &ody armor. Why e)en

 plate mail is said to &e useless against a master of Steel 8ingersU 8or game purposes each .- spent

negates one point of impact armor in melee com&at. 2asters of this skill also make super&

gardeners.

Notes This power like 1ower low is 9ust asking for minma< a&use. *nless the idea of impact

armor &ecoming no concern to an adept appeals to the =2 he may wish to cap this power. 1ossi&le

methods includeF upping the cost to .3- or per pointQ incompati&ility with other powers ?like1ower low@Q no more points than 7"?2agic@Q etc.

Stone reathing 

Cost: 0.5   Author: =av,d %err8 (+h,te +olf -3&)

This power allows adepts to go for a prolonged period of time without o<ygen. The amount of 

time is eEual to the adeptNs magic rating or the magic rating minus the num&er of minutes the adept

is e<erting him7herself. 'fter this time period the adept must spent minute to catch his7her &reath &efore the adept can reuse this power.

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36 Poers

Stretch Attack 

Cost: 1.5 / level   Author: Shadodaner (br,[email protected],nu.edu)

This power allows the arms or legs to stretch to co)er distances. 5ach le)el allows the adept to

stretch 'rms7>egs one meterQ reach in com&at. The ma<imum le)el is ;.Notes Roga fireU Roga flameU ?INm sorry I could help myself...@

Surround Sense

Cost: 0.5   Author: :. r, Seaton (er,@freenet.v,tor,a.b.a)

This is a mystical sensing power which allows the character to see up to $3%_ ?not the !%_ directly

to the rear@. This does confer se)eral o&)ious ad)antages ?attacks from the rear get no &onus and it+s

much more difficult to sneak up &ehind someone who+s using this powerU@. There is a limitation

thoughF *sage of this sense adds to all target num&ers # seeing in all directions can &e damna&ly

confusingU

Suspended StateCost: 1   Source: Shadorun 3.0" #. 170 ($S)   C

This a&ility allows you to enter into a meditati)e state reducing your meta&olism and therefore

your reEuirements for food water air or your rate of &leeding. To use Suspended State roll your 

Willpower against a target num&er of " applying any in9ury modifiers. Consult the description of 

the 0i&ernate spell and use the successes as indicated. If an adept with this power takes a 4eadly

 physical wound and falls unconscious the power automatically acti)ates.

Sustenance

Cost: 0.!5   Source: State of the rt !064" #. 6& ($an%ro)   C

'n adept with Sustenance replenishes the same amount of energy and health from three hours of sleep and one solid meal a day as a normal person would with eight hours of sleep and three meals a

day. 'dditionally the adept+s &ody processes food and drink )ery effecti)ely and therefore the

adept reEuires only one trip to the restroom each day.

Note The canonic Iron =ut and Sustance powers replace Iron Stomach created &y 'rthur S.

Temperature Tolerance

Cost: 0.!5 / level   Source: ag, ,n the Shados" #. 151 ($S)   C

The adeptNs &ody is e<ceptionally resistant to e<tremes of heat and cold. 8or each le)el of the

temperature tolerance power the adept gains an additional die for resisting the effects of e<posure

to e<treme temperatures. This power does not protect the adept from e<posure to physically harmingagents such as open flames or the freezing cold of the 'ntarctic Ocean &ut will help the character 

resist the effects of sources of e<treme heat such as &urning coast heatstroke and sun&urn as well

as frost&ite and e<posure to &elow zero temperatures. This power also protects against &oth the

 primary and secondary effects of elemental manipulation spells.

Thermal Cloak 

Cost: 0.5   Author: ' nderson (r8u28o@,.2anato.2n.us)

8or a limited duration the adept is )irtually indistinguisha&le from the &ackground temperatures.

The character performs a Stealth or io#feed&ack Test against a Target Aum&er determined &y the

=2 &ased on the en)ironment. Success means that the character is /in)isi&le/ on the thermographic

spectrum until such time as the =2 determines the en)ironment would reEuire additional testing.

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3& Poers

Tough Skin

Cost: 1 / level   Author: Shadodaner (br,[email protected],nu.edu)

Tough skin is a magical )ariant of the &ioware enhancement /Orthoskin/ Skin acEuires the same

te<ture and tactile sensations as Orthoskin. allistic7 Impact per le)el.Notes , 7, I sound scary to anyone else` Okay how a&out a Troll with , 7 , I. Reah

okay...I thought so. Suggestions for capping Tough Skin includeF increase the cost ?.3- or $ per 

le)el perhaps@Q 9ust cap it at le)el ;Q cap it at 7$ 2agicQ gi)e Charisma penalties for high le)els?>e)el , Tough Skin has to make a guy look funny@Q etc.

Traceless 2alk 

Cost: 0.5   Source: ag, ,n the Shados" #. 151 ($S)   C

'n adept with the traceless walk power can mo)e o)er soft or &rittle surfaces such as snow sand

or thin paper without lea)ing any )isi&le traces. 'n adept with this power makes no noise from

contact with the floor or ground ?though mo)ement from clothes or gear may still cause noise@Q

apply a " modifier to hearing#&ased 1erception Tests. 'n adept with this power will not tripground &ased motion or pressure sensors. The adept cannot walk across liEuid surfaces ?&ut can

cross deep snow without sinking@ and can still &e tracked &y non )isual clues such as scent.

Notes  Aote that /ground#&ased motion or pressure sensors/ pro&a&ly do not include laser tripsensors wire trippers and such.

Trauma Compensator 

Cost: 1   Author: :. r, Seaton (er,@freenet.v,tor,a.b.a)

This power enhances the &ody+s a&ility to cope with damage. Whene)er the adept takes mental or 

 physical damage of moderate or worse se)erity su&tract one &o< of damage from the amount taken.

Notes I would recommend that this power &e limited to use on physical damage only per thecanonical standard of magicNs ina&ility to affect stun damage.

True Sight 

Cost: 0.!5 / level   Source: ag, ,n the Shados" #. 151 ($S)   C

'n adept with the true sight power is more resistant to the effects of illusions. 5ach le)el of this

 power gi)es the adept and additional die when making (esistance Tests against illusion spells and

illusion#&ased critter powers.

(oice Control 

Cost: 0.5   Source: State of the rt !064" #. 6& ($an%ro)   C'n adept with :oice Control has an amazing le)el of control o)er the properties of his7her )oice.The adept can change his7her )oice+s pitch modulation and tone at will as well as increase her 

)olume. This allows the adept to mask his7her )oice and intimate sounds within the normal range of 

metahuman )ocalization ?i.e. no infrasound or ultrasound@ including mimicking the )oices others.

This trick can &e used to defeat )oice recognition systems. *se the adept+s Intelligence in an

Opposed Test against the system+s rating or against the Intelligence of other characters the adept is

attempting to fool. :oice Control also allows an adept to /throw/ her )oice up to ?magic attri&ute@

meters away.

Note  This power replaces &y :oice 'lteration power originally designed &y =urth which

replaced the 'dept 2imicry power originally appearing in White Wolf P;6 .

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Poers 3

(olatile Aura

Cost: 1   Author: rthur S. (haner@geo,t,es.o2)

' must#ha)e for the mildly paranoidU With this power e)ery single cell separated from the adeptNs

 &ody loses instantly the adeptNs aura and can therefore ne)er &e a >ink for (itual 2agic. ' 4A'analysis is possi&le of course. ' side effect of this power is that items handled &y the adept do notha)e such a strong psychic imageX of their user as normal. 'pply a modifier if using such items

as sym&olic representations of the adept. ecause of the same reason 'depts &onding a focus must

 pay one e<tra Karma 1oint due to the the e<tra effort they put in synchronizing the aura of the focus

and their own.

2all #unning 

Cost: 1   Source: State of the rt !064" #. 6& ($an%ro)   C

Wall (unning allows an adept to mo)e up to ?2agic attri&ute@ meters on a sheer wall or )erticalsurface. 'ny attempt to run higher distances reEuires &reak points or landings and multiple uses of 

Wall (unning. 'ny attempt to use this power with acro&atics ?such as 9umping from one wall toanother@ will reEuire an 'thletics Test against a target num&er esta&lished &y the gamemaster and

should &e considered a difficult maneu)er. the secondary effects of the adept+s motion still occur

such as sound or tracks unless this power is com&ined with Traceless Walk ?p. ;6@.

2ill to ,ive

Cost: 1   Author: rthur S. (haner@geo,t,es.o2)

?Aot the same things as the S( Compendium edgeU@ Stay ali)e in the seediest parts of town e)en

with a &ig &ad chest woundU

This power automatically sta&ilizes the adept in a matter of seconds if he has a deadly wound.

The adept needs no first aid to sur)i)e &ut he will &e in a coma until his7her wound is properlytreated or heals ?' deadly wounded 1C lying on a gar&age dump will )ery unlikely heal without any

help. It is more likely he will end as a snack to whate)er li)es on a gar&age dump@. Aote that if theSudden 4eath (ule ?8ields of 8ire@ is in effect this power may &e limited in its use. 'nd of course

the last &ullet in the head to finish them offX is also a good way to pre)ent this power to sta&ilize

anyone.

Notes Some people ha)e said this should &e &umped up to .- or so. Aoting the ease of o&taining

the relati)ely low#impact Sta&ilize spell is pro&a&ly a fair cost for this power &ut of course

always apply =2Ns discretion.

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40

InitiationThis chapter is derived from Initiation and Metamagic, MitS pp. ! " and is #ritten for use on

adept characters. In case of indistinctiveness, please consult the original source.

The process of Initiation enhances the 'depts possi&ilities &y gi)ing him7her new powers andaccess to 2etamagical techniEues ?p. ""@. ' character can initiate on his own or as a mem&er of a

magical group. 2ost magical groups assem&le for the primary purpose of making initiation easier 

 &y reducung Karma cost for e)ery mem&er &ut &ecause they are hard to find selecti)e in their 

mem&ership and reEuire mem&ers to a&ide their rules some characters prefer to initiate on their 

own. See 2itS p. , for details on magical groups.

+rades o% /nitiationInitiation is measured in grades &eginning with =rade and increasing. ' =rade Initiate

completing his7her second Initiation &ecomes a =rade $ Initiate. This linear system is for tracking

initiation le)els in game terms D characters might ignore this completely.

 Advantages o% /nitiation'n initiate can choose &etween three ad)antages during each initiationF

• raise the 2agic 'ttri&ute &y and learn a metamagical techniEue

• raise the 2agic 'ttri&ute &y and alter the the initiate+s astral signature

• shed a geas

(aising the 2agic 'ttri&ute causes the 'dept to get a new 1ower 1oint and the 2agic 'ttri&ute

can increase a&o)e , in this manner.

Note 'ccording to 2itS full magician initiates gain access to the metaplanes. 's a matter of fact I

am uncertain if this applies to magician adepts as well.

 Astral AbilitiesInitiates recei)e a &onus to their 'stral (eaction eEual to their grade. They also gain access to the

'stral 1ool which contains a num&er of dice eEual to the initiate+s grade. 'stral 1ool dice can &e

used for any test made while on the astral plane or metaplanes e<cept for 2agical Skill Tests. They

can &e used to augment 'stral Com&at Tests ?e)en when Sorcery is used@ and 'stral 1erception

Tests. 4ice in the 'stral 1ool refresh the same way as other dice pools ?S(; p. ";@.

Shedding +easa5ach time a character initiates he7she can get rid of a geas ?2itS p. ;;@. This means a certain

geas is eliminated and the character regains full access to the certain 2agic 1oint. Only one geas

may &e shed per grade.

 Altering Astral SignatureTo alter his7her astral signature a character has to change his7her style of using magic. 2ake a

2agic Test against Target Aum&er , plus the new grade. Ao dice other than Karma can &e added to

this test. ' minimum of $ successes means the character has altered his signature. 1eople who

recognized the character+s old signature can no longer identify the character &y his signature.

If an attempt to alter the astral signature fails the character continues to use his e<isting signature &ut may make the 2agic Test descri&ed a&o)e at each new initiation until he7she succeeds. 8or each

unsuccessful attempt to change the astral signature increase the target num&er for future attempts

 &y .

Note I think that neither an adept ?not the magicain adept@ can change his7her astral signature nor 

he7she might e)er need to do this. Only few powers and metamagics cause astral reisdues.

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Initiation 41

Cost o% /nitiation

Tye Cost  

Self#Initiation ?- desired grade@ < ;

Self#Initiation with ordeal ?- desired grade@ < $.- ?round down@

=roup Initiation ?- desired grade@ < $

=roup Initiation with ordeal ?- desired grade@ < .- ?round down@

/nitiation &rdealsThese Initation Ordeals are taken from )arious sources. In addition they are cut to the needs of 

adepts.

 Astral 4uest 

Source: ag, ,n the Shados" #. 60 ($S)   CTo perform the astral Euest ordeal the character must pro9ect onto the metaplanes ?see

2etaplanes 2itS p. !@. Shamans 9ourney to their the metaplane of their totem mages must fulfill a

Euest on each of the four elemental planes wulen ?see 2itS p. 3@ must Euest to the metaplanes of all fi)e stems and so on. Characters una&le to astrally pro9ect cannot undertake an astral Euest

unless they gain access to the 'stral =ateway power of a free spirit ?2itS p. ,@. If so normal

astral Euest rules apply.

The rating of the astral Euest is twice the desired grade of initiation. If a character fails the Euest

he must strengthen himself through ritual and meditation &efore trying again. 2ake a Willpower 

Test against a target num&er to the desired grade. 4i)ide the &ase time of % days &y the successesto determine the amount of time your character must spend preparing to re#attempt the Euest. There

is no penalty for interrupting this process &ut preparing an astral Euest is )ery demanding work andlea)es no time for any acti)ities other than the most ordinary tasks.

' mage who fails on one elemental plane need only repeat the Euest on that plane.

 Asceticism

Source: ag, ,n the Shados" #. 60 ($S)   C

'n asceticism ordeal in)ol)es physically challenging acti)ities such as rigorous fasting strenuouse<ercises ritual com&at or e)en self#inflicted torture.

The character undergoing this ordeal must permanently gi)e up point from a physical 'ttri&ute.

This is a reduction to the attri&ute+s unaugmented ratingQ augmented ratings ?from cy&erware spells

or adept powers@ can ne)er &e sacrificed as part of this ordeal. In addition the character+s (acial

2odified >imit ?see S(; p. $""@ for the 'ttri&ute also decreases &y point reducing the potential

ma<imum )alue of the 'ttri&ute. The character cannot sacrifice a point from an 'ttri&ute that has a(ating of .

If this ordeal is taken multiple times the character must reduce a different physical 'ttri&ute

 &efore he can reduce a pre)iously reduced 'ttri&ute again.

Note  In my opinion the character must fulfill another reEuirementF e<treme stupidity. 5speciallyadepts ha)e to rely on their 'ttri&utes D it is 9ust stupid to sacrifice them first to &oost them &ack 

ne<t &y magic.

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4! Initiation

Deed 

Source: ag, ,n the Shados" #. 60 ($S)   C

' deed ordeal reEuires a character to perform some task with a goal appropriate to his7her 1ath

his magical group ?if he7she &elongs to one@ his totem ?if he7she is a shaman@ or his7her moral code?if his7her character has one@. Successfully accomplishing the goal makes it a deed.The gamemaster and the player should agree on a deed ordeal in ad)ance. 'lternati)ely the

gamemaster can decide that a run 9ust fits the &ill. 's a general guideline a run can Eualify as a deed

if the Karma award is compara&le to the Karma cost of the grade the character seeks. The deed must

 &e personally rele)antand appropriate to the character D it is not accepta&le to declare a run a deed

ordeal simply &ecause it has a high Karma award.

If the gamemaster appro)es the run as a dead the player simply turns down the Karma award for the run and the ordeal is accomplished. ' character can carry out a deed &efore he7she is ready to

initiate to another grade essentially /sa)ing/ a deed and using it as an ordeal for his ne<t initiation.

' deed must &e used for the character+s ne<t initiation howe)er and cannot &e sa)ed &eyond that

grade. See 2itS p. ,% for some deed run e<amples.

+eas

Source: ag, ,n the Shados" #. 60 ($S)   C

To fulfill this ordeal the character takes a geas of his choice and accepts a limitation on the2agic 1oint or 1ower 1oint he gains from the new grade. Choose from the standard geasa ?2itS p.

;@ or create a new one with the gamemaster+s appro)al. This geas does not reduce the cost of any

 powers purchased with that 1ower 1oint &ut otherwise it works normally. ' geas taken as an ordeal

cannot &e remo)ed.

Note  Stupid. >imiting '&ilities 9ust to spare some crappy Karma points may result in the

knowledge ha)ing done &ullshit.

Masterpiece

Source: State of the rt !064" #. 60 ($an%ro)   C

' masterpiece ordeal reEuires the character to spend at least a month working on an original piece

of art. the work must challenge the artist and reEuires complete concentration not allowing for daily

acti)ities such as work study or shadowrunning to distract the artist. 'ditionally the work must &e

completly original. The adept undertaking this ordeal must either know the )irtuoso metamagic

techniEue ?p. -;@ or learn it during the Initiation he is currently undergoing. The adept must also

ha)e an appropriate art#oriented Knowledge skill. The adept must succeed in creating a )irtuoso

 piece or the ordeal fails and the artist must start o)er. If an artist chooses to perform su&seEuent

masterpiece ordeals he7she must start anew and the work must ha)e a new theme that distinguishesit firmly from other works.

Meditation

Source: ag, ,n the Shados" #. 61 ($S)   C

The character must spend time in daily mediattion trying to &ring his physical &eing under the

control of his astral self.

The character must pass three 'ttri&ute TestsF

• ' Charisma Test against a target num&er eEual to Strength

• 'n Intelligence Test against a target num&er eEual to Buickness

• ' Willpower Test against a target num&er eEual to ody.

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Initiation 43

5ach test has a &ase time of ?desired garde < "@ in days. 4i)ide the &ase time for each test &y the

num&er of successes. *nless all three tests are successful the character must &egin the mediatati)e

cycle o)er again. The mediatation ordeal is )ery demanding and lea)es no time for any acti)ities

other than the most ordinary tasks and en)ironmental distractions must &e kept to a minimum.

'pply $ to the target num&ers of all the meditati)e tests if the character+s lifestyle is SEuatter or Street ?S(; p. $"%@. 4o not apply this penalty if the character is li)ing in the wilderness during thisordeal and possesses a Wilderness Sur)i)al Skill of rating " or greater.

&ath

Source: ag, ,n the Shados" #. 61 ($S)   C

The oath ordeal in which the character swears an oath to o&ey a magical group+s rules and

strictures is a)aila&le only to mem&ers of such groups ?see 2agical =roups 2itS p. ,@. 5)en if a

character swears se)eral oaths in his career only the first Eualifies as an ordeal.

Thesis Source: ag, ,n the Shados" #. 61 ($S)   C

This ordeal reEuires a character to create a formula containing all his magical knowledge.

0ermetic theses are usually written te<ts. Shamanic theses are usually works of art e<pressing the

the spiritual insights of the shaman. 'depts can produce either type of thesis depending on the

adept+s way ?p. $@ ' thesis must e<ist as a physical item ?in hard#copy form in the case of a te<t@.

' thesis is created in the same way as a spell formula ?see Spell 8ormulas 2itS p. "3@ with a(ating of , using the character+s highest 'cti)e 2agical Skill and a &ase time of ;% days. The

author must guard the thesis carefully &ecause anyonewho o&tains a copy can use it as a material

link to target the author with ritual sorcery ?p. ;"@. 8or this reason initiates are reluctant to make

more than one copy of their thesis. If all copies of the thesis are destroyed howe)er the author 

immediately loses a 2agic 1oint so most initiates risk making more than one copy.Some magical groups reEuire this ordeal. The thesis is usually the second ordeal for the group

 &ecause mostgroups reEuire the oath ordeal for the first initiation. 2em&ers must file a copy of their thesis with the group &ecause it acts as link for ritual sorcery D for good and ill.

2ay &rdeal 

Source: State of the rt !064" #. 60 ($an%ro)   C

' way ordeal reEuires the character and gamemaster to de)ise a trial appropriate to ad)ancement

in the character+s chosen way. The trial must &e a significant step in the character+s philosophical

de)elopment along his path. Way ordeals should reEuire a significant sacrifice of resources time or 

e)en attri&ute points as the gamemaster deems appropriate. Way ordeals must also ha)e measura&leresults. See Sot'$%," p. , for some e<amples of a way ordeal trials.

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44

!etamagics

 Attunement 0Animal5 /tem1

Source: State of the rt !064" #. 61 ($an%ro)   CThroughout history animal companions and certain signature items ha)e figured in legends. The

'ttunement metamagic could &e said to &e the Si<th World+s manifestation of this concept.

In practical terms 'ttunement allows the adept to in)est Karma toward esta&lishing a mystical

 &ond with a specific animal or o&9ect D similar to the way he7she would &ond a focus D granting

him7her a uniEue affinity with that critter or item. 'ttuned animals or items may &e used as a

material ritual link to the adept ?2itS p. ;"@.efore &onding is possi&le 'ttunement reEuires the adept to go through familiarization process

with the animal or item until handling it is second nature. When familiarization is complete a

 &onding ritual of some sort is needed. The gamemaster and player should taylor this to the

character+s cultural &ackground &elief system and7or way. 8or instance a shamanic adept might &est

a wild animal in com&at to &ecome the alpha. ' warrior adept might gi)e his weapon a &aptism of  &lood &y cutting himself with the edge. 4uring the appropriate ritual the adept sacrifices some of 

his =ood Karma to attune to the target. 'depts may also perform a deed ordeal ?2itS p. ,%@ withthe animal or o&9ect as a &onding ritual.

'ttunement has different effects depending on whether the target is an o&9ect or animal. Aote that

'ttunement metamagic only applies to either animals or itemsQ if an adept wants to learn to attune

to &oth animals ans items he must learn the metamagic techniEue twice. ' character may only &e

attuned to a num&er of items or animals ?total@ eEual to his Initiate =rade. 0e may not recei)e a

 &onus from more than one attuned item7animal in any single action. 'ttunement may &e )oluntarilyse)ered at any moment &y the adept ?in)ested Karma is lost@ and is canceled if the animal dies or 

the o&9ect is destroyed.

Animals 'nimal 'ttunement allows an adept to &ond with a friendly mundane non#sentientanimal. To do this an adept must first &efriend the animal and gain its trust reEuiring an 'nimal

0andling ?or similar skill@ ?-@ Test with a &ase time of two weeks. 5<tra successes may&e used to

di)ide the duration. ' failed test means the adept+s time was wasted and he must start again. The

 process will not work if the animal is coerced. Once a rapport is esta&lished the adept may perform

the ritual &onding paying Karma eEual to the animal+s 5ssence.

' &onded animal gains the power of Sense >ink ?2itS p. %!@ allowing the adept to e<perience

the world through the animal+s senses. The adept may also issue simple low#le)el telepathiccommands to the animal through this link. ?These commands do not automatically succeed

depending on the disposition of the animal D especially if the command puts the animal in danger.

The gamemaster may call for an 'nimal 0andling or other appropriate test.@ This power has a rangeeEual to the adept+s ?2agic Charisma Willpower@ < % meters. If the animal goes &eyond this

range contact is lost. >ikewise if the animal suffers a 2oderate Wound or greater while the power 

is in use the link is immediately &roken and the adept suffers >ight Stun damageQ contact may &ere#esta&lished when the animal is healed.

ItemsF 'ttuning a )ehicle weapon or piece of gear allows an adept amazing intuiti)e control and

uncanny insight into its operation. 'n attuned item feels like a physical e<tension of the adept+s

 &ody and makes it easier to perform incredi&le feats and difficult stunts. The familiarization process

reEuires that the adept &ecome thoroughly acEuainted with the item+s characteristics and limitations.

This entails a rele)ant 7( Skill ?-@ Test ?for e<ample 5dged Weapons 7( for a katana or 

ike 7( for a Ramaha (apier@ with a &ase time of one week. 'lternately the adept may elect to

 &uild7forge7construct the item from scratch. Success in the test allows the adept to attune to the

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46 !etamagics

may learn for that grade.

The additional skill areas for which adepts may learn centering areF uild and (epair 2elee

Com&at (anged Com&at Knowledge >anguage Social Technical and :ehicle. centering may also

 &e applied to Special Skills. 5ach skill or area of Special Skill ?like 2usical Skills@ is considered a

separate techniEue. Though adepts can learn to apply centering to Sorcery they can still only useSorcery for astral com&at.

'depts can use centering for success and centering against penalties for any skill area they ha)e

learned to center in. The gamemaster has the final say on whether a a particular penalty can &e

o)ercome through the use of centering. ecause they apply to mundane skills adepts do not reEuire

astral perception to use centering for success.

'depts can center against any 4rain caused &y any use of their powers ?such as 'ttri&ute oost@.

Centering or SuccessWhen centering to impro)e the success of a Skill Test the initiate declares the skill use in the

standard fashion and then declares the use of a Centering Test to enhance it. The target num&er for 

the Centering Test is the same as that for the Skill Test. 'ny modifiers to the Skill test also apply tothe Centering Test. 5)ery $ successes generated on the Centering Test count as an additional

success on the Skill Test. If the Skill Test yields no successes the initiate cannot use any of the

successes generated in the Centering Test.

Centering against +rainCentering against 4rain allows an initiate to attempt to reduce in ad)ance the 4rain of using

magic. The target num&er for the Centering Test is the 4rain 1ower of the magic intended. 5)ery $

Successes from this test count as success in the 4rain (esistance Test. If the 4rain (esistance

Test generates no successes the player cannot apply any successes from the Centering Test.

Centering against PenaltiesCentering can also counteract penalties affecting an initiate+s Skill Tests such as modifiers for 

 partial co)er in9ury atmospheric conditions and so on. *se the same target num&er for the

Centering Test as for the Skill Test adding all applica&le modifiers and su&tracting the initiate+s

grade.5)ery $ Successes cancel out point of modifiers to the Skill Test target num&erQ centering

cannot reduce the &ase target num&er. Trying to sprint reEuires an 'thletics?(unning@ Test against

" for e<ample.

 AoteF The gamemaster might allow an adept to e<tend Centering on 5nchanting ?p. @.

Cognition

Source: State of the rt !064" #. 63 ($an%ro)   C

(eEuires the Centering techniEue ?p. "-@ and a Centering skill.Cognition allows an adept to hone and e<pand his mental perceptual and intellectual faculties. It

also reflects the character+s enhanced a&ility to interact with and comprehend his en)ironment as

well as his increased mental resilience and social and intellectual adapta&ility.

In game terms Cognition allows the adept to Center for success or reduce modifiers on

Intelligence Tests including 1erception and >earning Tests. This reEuires a 8ree 'ction. The adept

may also use Centering to reduce modifiers when defaulting to Intelligence form Intelligence#linked

skills. Cognition also adds one die to the adept+s Knowledge and >anguage Skill Tests.'depts who ha)e learned Cognition ha)e mastered their own a&ility to assimilate new

knowledge. To reflect this decrease the Karma cost to increase skills &y to a minimum of one.

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!etamagics 47

Divining 

Source: ag, ,n the Shados" #. 74 ($S)   C

4i)ining allows an initiate to gain insight into future e)ents concerning a specific su&9ect. To do

so the initiate must assense the su&9ect of di)ination or possess some kind of magical link to thesu&9ect which may &e anything suita&le as a material link for ritual sorcery ?2itS p. ;"@.The initiate must also ha)e two skillsF 4i)ining Skill and another skill that represents the

character+s method of di)ination referred to here as the prediction skill. 4i)ining Skill ?see 2itS p.

;%@ is an acti)e skill linked to Willpower. It represents the character+s a&ility to use the prediction

skill to foretell the future. 4i)ing Skill can ne)er ha)e a rating higher than the prediction skill.

The prediction skill can &e 'cti)e or Knowledge though it typically is an intellectual a&ility and

may &e a skill the character already possesses. Only one skill may &e considered the character+s prediction skill. ' few of the more popular prediction skills areF 'strology 4owsing Omens

4reaming Sortilage ?see 2itS pp. 3" and 3- for details@.

The 4i)ination TestOnce the initiate has a link to the su&9ect of the di)ination he asks a Euestion a&out a future e)ent

and makes a 4i)ination Test. The gamemaster rolls dice eEual to the initiate+s 4i)ining Skill against

a target num&er &ased on comple<ity of the Euestion asked as shown &elow. 4i)ination is onlyuseful in answering Euestions a&out e)ents.

 Divination 'uestion is T" 

:ery )ague ?What does the ne<t month hold for me`@ "

:ague ?'re my old enemies catching up to me`@ -

=eneral ?Will I get hurt if I go on this ne<t Shadowrun`@ ,

Specific ?Will 2r. Yohnson take a &ri&e from Rakashima`@ 6:ery specific ?Is 2r. Yohnson picking up his &ri&e this e)ening`@ %

The num&er of successes indicates how useful the answer is to &e ad9usted at the gamemaster+s

discretion. Ao successes means the answer isn+t useful. ' roll of all s results in completely

misleading information. One or two successes result in a cryptic answer containing an underlying

truth. With three or four successes the answer is mildly helpful. 8i)e or more successes achie)e

appro<imately the le)el of detail the di)iner wanted. (egardless of the num&er of successesachie)ed howe)er the gamemaster should make the answer as specific or )ague as suits the story

allowing the player characters to e<trapolate what they think the answer might mean.

'n initiate can perform a num&er of 4i)ination Tests per week eEual to his grade. 8urther 

4i)ination Tests on the same su&9ect increase their target num&er &y $ per attempt until the

gamemaster 9udges that something significant a&out the su&9ect or the situation has changed.

4i)ination can &e used &y gamemasters to pro)ide cryptic clues a&out plots in the game. Thegamemaster can enhance the fla)or of this power &y ha)ing characters with di)ination e<perience

/)isions/ and /omens/ at une<pected and perhaps inappropriate times. =amemasters should try to

keep di)ining from &ecoming a /Euick fi</ solution for the players &y pro)iding them with

occasional misleading or contradictionary information.

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4& !etamagics

Empower Animal Companion

Source: State of the rt !064" #. 63 ($an%ro)   C

(eEuires the 'ttunement ?'nimal@ techniEue ?p. ""@.

5mpower 'nimal Companion &uilds on the &ond &etween the adept and an attuned animalcompanion e<panding the mystic connection &etween them to allow the adept to share some of his power and magical a&ilities with the critter.

To use 5mpower 'nimal Companion the adept first chooses one of his adept powers and then

 performs a ritual similar to the one used originally to attune to the animal. 4uring this ritual the

adept must pay Karma eEual to the power point cost of the chosen power < ". This allows the adept

to take a 8ree 'ction and temporarily transfer that power to the animal through the Sense >ink. The

adept may not use a power himself while it is transferred to the animal. The adept and animal must &e within the Sense >ink+s power range.

If the use of a power transferred to the animal calls for a Skill or 'ttri&ute Test the gamemaster 

should use the animal+s (eaction as the default skill rating ?though Intelligence and Buickness might

also &e appropriate@ or the animal+s rele)ant attri&ute.The adept may conduct similar rituals in order to gain the a&ility to transfer additional powers to

the critter. The adept may e)en empower more than one critter companion though a power can

ne)er &e transferred to more than one animal at a time. 'lso the amount of power points transferredat one time may ne)er e<ceed the adept+s Initiate =rade ?note that this means an adept may simply

 &e una&le to empower an animal with some of his more costly powers@F

/n%usion

Source: State of the rt !064" #. 63 ($an%ro)   C

(eEuires the Centering techniEue ?p. "-@ and a Centering skill.

Infusion enhances an adept+s understanding and command o)er &oth the magic that powers his

a&ilities and his capacity to channel mana. Infusion allows the adept a measure of control o)er his &ody+s own somatic gifts temporarily e<tending the limits of his original powers or e)en

temporarily manifesting new ones. Such a magic surge has its cost howe)er as adepts suffer 

temporary &urnout afterwards.

To use Infusion metamagic the adept takes an e<clusi)e Comple< 'ction and makes a Centering

Skill ?"@ Test. 5ach success grants the adept %.$- power points that can &e used to either &oost an

e<isting power or acEuire new powers. The adept cannot score more successes than his Initiate=rade. The adept may purchase only one le)el of a power he does not already possess. These

enhanced7new powers can &e used for ?2agic attri&ute < Initiate =rade@ minutes after which they

fade.

's soon as the power &oost ends the adept immediately suffers 4rain eEual to ?Centering

Successes@S. This 4rain is Stun 4amage resisted &y Willpower and reflects the &ody+s fatigue from

channeling increased le)els of mana. In addition the adept looses the same num&er of power points+worth of powers for a period eEual to the num&er of minutes the temporary powers were in effect.

The gamemaster chooses what powers are temporarily /&urned out/ D the adept should not know a

 power is inaccessi&le until he tries to use it.

'n adept should always &e a&le to increase the le)el of a power he possesses &ut the selection of 

new powers is limited to his Initiate =rade in power points to pre)ent it from &eing an all#purpose

adept power. The gamemaster can either ask the player to choose one power point worth of 

a)aila&le powers each time he initiates or note a power each time it is temporarily gained &y thismetamagic and cut it off when the total reaches the adept+s Initiate =radeQ from then on the

selection is limited to powers pre)iously chosen.

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!etamagics 4

Masking 

Source: ag, ,n the Shados" #. 76 ($S)   C

2asking hides the true nature of an initiate+s aura presenting a less powerful astral presence to

astral o&ser)ers ?see 'stral 1erception S(; p. 3@. Initiates using this a&ility can change their aura to that of a mundane or at least a non#initiate. 2asking can also hide a character+s dual natureso that they look magical &ut not astrally present. 2asking can also hide emotions ?hatred lo)e

 9ealousy and so forth@ that are reflected within an aura so that another mage cannot assense the

emotional state of the masking magician. Other initiates may penetrate this disguise. Initiates may

also penetrate the masking of creatures a&le to hide their true auras such as certain free spirits.

8or ease of play gamemasters may wish to use the following guidelinesF

• 'n initiate+s aura is aways masked unless he deli&erately shows his7her /true colors/.

• 'n initiate must deli&erately try to assense a masked aura if studying a crowd. If only two

initiates are present the gamemaster can make a roll to see if they /notice/ each other.

When an initiate assenses a masked aura the gamemaster makes a secret 2agic Test with a

target num&er eEual to the 2agic 8orce or 5ssence of the target as appropriate. ' num&er of successes eEual to the target+s grade minus the )iewers grade is needed to succeed with a minimum

of one.

8or e<ample a =rade $ initiate with 2agic 3 is assensing the aura of a =rade " initiate with2agic ,. The )iewer rolls 3 dice against TA , and needs $ successes ?target =rade " D )iewer =rade

$ ] $@ to see through the su&9ect+s masking.

If the test succeeds the su&9ect+s true aura is )isi&le and may &e assensed normally. The results of 

success may differ for creatures possessing the power of aura masking ?see 1owers of 8ree Spirits

2itS p. 3@.

If the initial test to penetrate a masking fails the initiate may try only once more adding $ to thetarget num&er for additional attempts. If the test also fails the initiate simply cannot pierce the

masking.There is no discerni&le difference &etween a masked aura and the real thing unless the 2asking

Test is successful.

Mas/ing an Astral Form2asking may &e used &y dual#natured characters to make their astral forms appear as mere auras.

In this way an astrally percei)ing dual natured character who is masking himself7herself will not

appear to &e astrally percei)ing at all e<cept to those who can pierce the masking. the masking

character+s astral form is still present 9ust camouflaged so it will interact with other astral forms

?&arriers pro9ecting magicians and so on@ normally.

Characters who are astrally pro9ecting can mask their astral forms to appear as mere auras &ut

any astrally percei)ing or pro9ecting character who gi)es the aura more than a Euick look will seethrough the effect &ecause there is no )isi&le physical &ody to match the aura.

+eli(erate Mas/ingThe standard rules for masking assume no special effort on the part of the initiate. If the character 

makes a deli&erate attempt to mask his aura roll a num&er of dice eEual to twice the character+s

grade against a target num&er eEual to his7her 2agic. 5)ery $ successes counter success a )iewer may generate to penetrate the mask. If for e<ample the masking initiate rolls " successes a )iewing

initiate must roll at least ; successes to penetrate the mask.

4eli&erate masking is an 5<clusi)e Simple 'ction which means an initiate cannot perform any

other magical acti)ities while maintaining it. 'n initiate can drop deli&erate masking at any time as

a 8ree 'ction.

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50 !etamagics

Mas/ing Foci and SpellsThe masking descri&ed a&o)e co)ers the initiate and a num&er of 8orce 1oints of foci and7or 

sustained or Euickened spells on the initiate+s person eEual to his grade. 8or e<ample a =rade "

initiate can mask up to " points of foci or spells without any e<tra effort. eyond that howe)er the presence of foci and spells can &e seen on the astral plane.

To hide additional foci and spells. the character must make a deli&erate masking attempt as

descri&ed in 4eli&erate 2asking. the target num&er eEuals the total 8orce in foci and spells. If the

test is successful the character+s foci and spells are masked along with his aura and the successes

from the test offset a )iewer+s a&ility to penetrate the mask.

Psychometry 

Source: State of the rt !063" #. 4 ($an%ro)   C

(eEuires either the 'stral 1erception 1ower ?p. 6@ or the adept &eing dual#natured.

1sychometry represents the character+s a&ility to read psychic impressions left &ehind on ano&9ect place or e)en a person. 1sychometry is much stronger than astral perception allowing the

initiate to e<tract deeper impressions feelings and e)en sensory input. The more recent the

impressions the greater the likelihood that the initiate will gain useful insight.

To use psychometry the initiate must come into contact with the su&9ect ?whether an item person

or place@ and open his mind to its energies. The initiate must also assense the su&9ect and e<aminethe astral patterns around it.

The gamemaster rolls a num&er of dice eEual to the initiate+s 'ura (eading skill against a target

num&er &ased on the length of time that has passed since impressions were left ?see &elow@. If the

Initiate scores any successes he gains information from the psychic impressions left &ehind on the

su&9ect as shown &elow. The gamemaster should tailor the information to &e as specific )ague or 

dramatic as suits the story. The gamemaster also determines what form the psychic feed&ack takes?)isual auditory emotional somatic etc.@. ' roll of all ones results in )i)idly presented &ut

completely false information.

Time Since mressions *orme!# T"  

>ess than day ,

>ess than month 6

>ess than year %

year or more $

% years or more "

5ach additional % years $

Target "umber $o!ifiers#

Su&9ect is a place

Su&9ect is metal o&9ect ?ring watch pendant etc.@

Su&9ect is a &onded focus

• 2odifier only applies to impressions related the person whom the focus is

 &onded to.

• Stacked foci gi)e only the highest rating as a &onus to 1sychometry.

#?8orce rating@

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!etamagics 51

Time Since mressions *orme!# T"  

Su&9ect has a strong connection to others depicted in the impression ?weddingring &elo)ed toy etc.@

#$

Initiate has a strong connection to others depicted in the impression ?friendrelati)e childhood home etc.@

#$

Impression of )iolence or strong emotions #$

Impression of )iolent death #;

Chaotic or noisy surroundings ?difficult to concentrate@

Su&9ect carries more than one significant impression for each

'stral signature?s@ relating to impression has &een erased

Cleansing metamagic has &een used to remo)e impressions ,

5ach su&seEuent attempt after the first to read the same o&9ect $

 Successes Results

% Ao information recei)ed

rief flashes of insight dis9ointed impressions )ery superficial results

$ >onger seEuences and deeper insights though )isions are still dis9ointed

; =reater detail multiple sensory types clearer )ision more coherence

" >engthy seEuences multiple senses coherent )isions significant information

 Aote that a su&9ect may ha)e more than one set of impressions imprinted upon it ?for e<ample a

church were daily ceremonies occur and also a murder occurred a week ago@. In this case comparethe results of the 'ura (eading roll to the indi)idual target num&ers for each separate Impression.

the initiate may gain information on more than one impression at the same time.

The &ase time it takes an initiate to pick up a psychic impression is eEual to the impression+s &ase

target num&er ?or the highest target num&er in the case of multiple impression@ minus the initiate+s

grade in minutes. 't the gamemaster+s discretion certain episodes of psychometric feed&ack and)isions may take longer for the initiate to e<perience. 8or the duration of this period maintaining

the psychometry is considered an 5<clusi)e Comple< 'ction and the initiate suffers a " modifier 

to 1erception Tests. If an initiate is in the middle of a psychometric e<perience and wants to &reak it

off to perform some other action a Willpower?,@ Test is reEuired.

If the initiate successfully picked up any impressions he must then roll his Willpower against a

target num&er of $ minus the modified target num&er used for the 'ura (eading Test. If the initiaterolls no successes he e<periences psychic &acklash eEui)alent to a >ight Stun wound. The

gamemaster determines the form this &acklash takes ?nausea headache emotional distress etc.@. '

roll of all ones on this test causes a temporary pho&ia against performing psychometry D treat this as

a mental 8law that reEuires a Willpower?,@ Test to allow the initiate to use the techniEue again. The

8law persists for % days minus the initiate+s Willpower. 't the gamemaster+s discretion particularly

 potent impressions may cause more se)ere &acklash. 8or e<ample the gamemaster could rule that

the impression from a ritualized torture and murder session inflicts Serious Stun damage on theinitiate who relie)es the horrifying e<perience.

Cleansing metamagic ?2itS p. 3"@ and astral signature erasure ?S(; p. 3$@ can significantly

increase the difficulty of reading psychometric impressions as noted.

'n initiate can attempt psychometry on a gi)en su&9ect multiple timesQ howe)er each su&seEuent

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5! !etamagics

attempt imposes a $ target num&er penalty to the attempt. The initiate must also wait a num&er of 

hours eEual to % minus his initiate grade &efore making another attempt.

Severing 

Source: State of the rt !063" #. 4& ($an%ro)   C

(eEuires either the 'stral 1erception 1ower ?p. 6@ or the adept &eing dual#natured.

4espite his &est intentions a character can &ecome the target of ritual sorcery or ritual tracking.*sually the &est way to defend against attacks from such is to hide in a warded area or under 

another type of astral &arrier. This can howe)er se)erely hamper a character+s mo&ility while the

threat e<ists. The se)ering metamagical techniEue is an acti)e defense against ritual sorcery

allowing an initiate to &reak the connection &etween him and the ritual team. Se)ering can only &e

used after the ritual team has successfully completed the Targeting and &egun the Sending stage.

The initiate can only se)er the link if he knows it e<ists ?in other words he noticed the Sending or 

someone else has alerted him@. Se)ering metamagic only works in cases where a ritual link rather 

than a spotter is used.When the ritual link is esta&lished the gamemaster must keep track of how many successes the

ritual team achie)es on the >inking Test. The initiate attempting to se)er the ritual link makes a

Se)ering Test rolling his7her 2agic rating )ersus the ritual leader+s 2agic rating for e)ery

additional magician participating in the ritual sorcery. If the se)ering initiate does not know the

specific nature nature of the material or sym&olic link used against him7her he7she suffers anadditional $ modifier. If the se)ering initiate rolls more successes on the Se)ering Test than the

ritual team achie)ed on the >inking Test the ritual link is &roken. The ritual ends immediately and

the ritual team must make an immediate 4rain (esistance Test. The material or sym&olic link they

were using can not &e used for the same purpose until another ?se)ering initiate grade@ hours ha)e

 passed. If the se)ering initiati)e rolls eEual or less successes on the Se)ering Test the ritual

continues unhindered.Se)ering takes time eEual to ?% D initiate grade@ < % minutes with e)ery grade le)el including

and a&o)e % reducing the &y minute further. The amount of time may not &e reduced to less than

minute. Thus a =rade ; initiate would need to spend 3% minutes to successfully se)er the link 

 &etween himself and a ritual link while a =rade initiate would need only 6 minutes. If the

initiate does not spend the full amount of time the link is not se)ered. 'lso should the sending ?or 

the tracking@ complete &efore the initiate is a&le to complete the se)ering the sending wins through.

'n initiate can also use se)ering metamagic to &reak ritual links esta&lished on o&9ects and people other than himself though he suffers a $ target num&er modifier to the Se)ering Test. The

se)ering initiate must &e a&le to astrally percei)e the target during the full time it takes to se)er the

target from the ritual link the se)ering fails.

It is important to note that when se)ering a ritual link that was esta&lished &y using a focus as thematerial link the &ond to the focus itself is not &roken. (ather the a&ility to use the focus as a ritual

link is temporary negated for ?se)ering initiate grade@ hours D and the focus is also temporarilyuseless to the &onder for the same amount of time. If the ritual team chooses they may try to use it

as a ritual link again in another ritual after that time has passedQ the focus is not consumed or /used

up/. Characters will not ha)e to re#&ond with foci in this circumstance.

This metamagic can &e used )ersus a ritual link more than once and more than one person can

attempt the se)ering also. In &oth cases howe)er each Se)ering Test is treated separatelyQ the

successes are not cumulati)e. Count only the highest num&er of successes.

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!etamagics 53

Somatic Control 

Source: State of the rt !064" #. 63 ($an%ro)   C

(eEuires the Centering techniEue ?p. "-@ and a Centering skill.

The Somatic Control techniEue em&odies the adept+s progress in &oth awareness and control of his own &ody and physicality. This ad)anced metamagic represents the purest distillation of hissomatic gift and grants an adept greater control of his physiological a&ilities allowing him to &etter 

understand and o)ercome his physical limitations and e)en to enhance his attri&utes &eyond their 

normal ranges for &rief periods of time. The most o&)ious effect of this techniEue is the temporary

redistri&ution of the &ody+s resources to enhance certain 1hysical attri&utes at the e<pense of others.

In game terms the adept can shunt points &etween attri&utes raising one &y lowering another. To

use this techniEue the character takes an e<clusi)e Comple< 'ction and makes a Centering Skill ?"@Test. The ma<imum num&er of points that may &e shifted &etween 1hysical attri&utes is eEual to the

num&er of successes scored. the adept cannot score more successes than his Initiate =rade. This

change in attri&utes lasts for up to ?2agic attri&ute < Initiate =rade@ minutes after which they re)ert

to normal le)els and cannot &e shifted again for % < the num&er of minutes they were modified.The &ody+s reallocation of resources makes trained skills less effecti)e howe)er decreasing an

affected attri&ute+s linked skills. 8or e)ery point an attri&ute is decreased decrease all linked skills

higher than the new )alue &y .(adical &odily changes of this sort are strenuous. 'fter the attri&utes return to normal the adept

may&e suffer from painful cramps and muscle sprains. To reflect this the adept must make a 4rain

(esistance Test using ody against Stun damage with a 1ower eEual to the num&er of attri&ute

 points shifted. The 4amage >e)el is Serious if an attri&ute was &oosted a&o)e the (acial 2odified

>imit and >ight otherwise.

 Aote that changes to an adept+s Buickness may affect (eaction Initiati)e and Com&at 1ool.Temporarily shifted attri&utes do not affect the Karma cost of skills or learning.

(irtuoso

Source: State of the rt !064" #. 64 ($an%ro)   C

Initiated artist adepts created this metamagic techniEue. 'n adept using this metamagic focuses

all of his7her artistic skills into the creation7composition of a piece of art pouring talent and magic

into the creation and attempting to forge something truly su&lime. The techniEue only works on

original and inspired artworks. The resulting creations are truly magical masterpieces. 8ueled &y theadept artist+s enhanced creati)e talent each )irtuoso piece possesses a singular and powerful aura

one that e)en mundanes find it immensely emotional. oth physical works of art and performance

 pieces can &e )irtuoso creations.

In game terms to produce a )irtuoso creation an adept must make a Skill ?!@ Test using an

appropriate artistic skill ?Composition 4ancing 4rawing 1ainting 1oetry Sculpting etc.@ with a

 &ase time of one month. ' num&er of dice eEual to the adept+s Initiate =rade may &e added to thetest. The successes indicate the rating of the )irtuoso pieceQ alternately some successes may &e used

to reduce the &ase time. =ood Karma may &e used to increase the piece+s rating at the time of 

creation at a rate of one additional point per $ Karma in)ested ?Karma spent cannot e<ceed the

creator+s artistic skill@. The completed artwork generates a ackground Count eEual to the piece+s

rating charged with an emotion appropriate to the piece. This ackground Count is aspected to the

creator adept and does not interfere with him.

:irtuoso performance art must &e composed &y the adept as descri&ed a&o)e. 5ach time theadept performs the )irtuoso piece he must succeed in a Skill ?,@ Test using the appropriate

 performance skill to e)oke the emotional7ackground Count effect of the piece. the gamemaster 

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54 !etamagics

should decide the roleplaying side effects of the piece+s emotionally charged ackground Count

which affects &oth the astral and physical planes.

:irtuoso pieces ha)e &een known to inspire mesmerizing awe in those who e<perience them for 

the first time. 'pply the effects of 5nthralling 1erformance ?p. ,@ to any character )iewing such a

)irtuoso artwork or performance ?add the adept+s Initiate =rade to the Open [email protected] physical and performance )irtuoso artworks are highly sought after for their artistics and

collector+s )alue D especially &y 'wakened collectors. 2aterial pieces are occasionally sought

 &ecause they are useful in enchanting D such )irtuoso items can &e considered e<otic materials for 

enchanting. The piece is not destroyed during enchanting howe)er &ut &ecomes integral to the final

 product which will likely earn the enchanter the artist+s wrath.

1hysical )irtuoso art also acts as a material link ?2itS p. ;"@ to the creator.

Note ecause :irtuoso may &e used to conduct the art of e<treme Euality smithing ?for e<ample to

forge a traditional katana@ the gamemaster might want to limit the use of :irtuoso on one art when

first learned allowing the adept taking :irtuoso on another art as another metamagic techniEue.

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"oci8oci are material items gi)ing an adept certain powers. 8oci must &e &onded &efore they can &e

effecti)ely used. Owners of 8oci ad)ised to ha)e an eye on them at any time D when &onded they

can &e used for ritual magic as a material link to the adept which might allow his enemies to do &adthings with him. 8oci can &e acEuired in se)eral ways D the adept can &uy them or create them &y

himself7herself.

8or &uying 8oci see the price ta&le &elow. 8or creating foci see 'deptic 'rtificing p..

uying "oci 

*ocus Tye Avail Cost S Bon!ing Cost  

'dept " 7 "6 h 8orce < ,%%%% b $ $ < 8orce

Centering - 7 "6 h 8orce < 3-%%% b $ ; < 8orce

Infusion 6 7 3$ h 8orce < 3-%%% b $ ; < 8orce

Weapon 6 7 3$ h ?(each @ < %%%%% b 8orce < !%%%% b $ ?; (each@ < 8orce

Creating "oci 

 Adept "ocus

Source: State of the rt !064" #. 45 ($an%ro)   C

This focus is a )ariant of the power focus specifically designed ?and only of use to@ adepts. It

increases the &onded adept+s effecti)e 2agic attri&ute &y its 8orce. This does not grant adepts

additional power points &ut does affect the amount they can ha)e acti)e at a time as well asaffecting tests ranges etc. that use the adept+s current 2agic attri&ute. The adept focus also grants

dice eEual to its 8orce for the adept+s 4rain (esistance Tests &ut it does not affect whether 4rain is

Stun or 1hysical.

Centering "ocus

Source: ag, ,n the Shados" #. 6& ($S)   C

This type of focus pro)ides a num&er of additional dice for use with centering Skill eEual to its

8orce ?p."-@. *sers cannot gain more dice from the focus than they ha)e dice in Centering Skill andthe focus must &e acti)e for the owner to gain the &onus. Centering foci are often items that

complement a specific Centering Skill such as a musical instrument for a 2usical Skill.

/n%usion "ocus

Source: State of the rt !064" #. 6& ($an%ro)   C

'n infusion focus allows the adept &onded to it to tap into his inner potential and acti)ate a

specific adept power that he does not normally possess. 'n infusion ?Com&at Sense $@ focus for 

e<ample would gi)e the adept the power of Com&at Sense $ for as long as the focus was &ondedand acti)e. Infusion foci are dedicated to a specific power and an adept who knows that power must

 participate in the enchanting process. >ikewise when an adept &onds the focus another adept who

knows the power must &e present to teach him how to use the focus to unleash it.

The rating of the infusion focus must &e eEual to the power+s point cost < $ ?' Com&at Sense $

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56 "oci

infusion focus would &e rating ".@. 1owers gained &y an infusion focus count towards the total

num&er of powers an adept may ha)e acti)e at one time. The 2agical 1ower ?2itS p. $$@ may not

 &e acti)ated through use of an infusion focus.

2eapon "ocusSource: Shadorun 3.0" #. 11 ($S)   C

Weapon 8oci are magical melee weapons. 'ny 'wakened character can &ond and use a weaponfocus. 'n acti)e weapon focus adds its 8orce to its owner+s appropriate com&at skill when wielded

in com&at.

' weapon focus inflicts its &ase damage ?per weapon type@ in &oth physical and astral com&at

?see 'stral Com&at S(; p. 3"@ and the defenses 'wakened critters ha)e against normal weapons

do not protect them against weapon foci ?see 1owers S(; p. $,%@. When the owner of a weapon

focus astrally pro9ects the astral form of the focus goes along and can &e used in astral space.

'cti)e weapon foci can &e used against targets in astral space pro)ided the wielder is also present

there. When used in astral com&at the weapon focus+s 1ower is determined using Charisma insteadof physical Strength.

'll weapon foci reEuire the magical metal orichalcum ?or#i#cal#cum@ in their construction.

Orichalcum is an alloy of copper gold sil)er and mercury a metallurgical monstrosity created &y

magic. It is a rich orange#gold color and legend says it was in)ented in ancient 'tlantis.

Though rumors of enchanted missiles a&ound no one has yet found a way to enchant any kind of missile weapon. The pro&lem is that a weapon focus like other foci functions only in the hands of 

its owner. 's soon as the focus is no longer in contact with its owner it deacti)ates. This makes

enchanting any kind of missile weapon pro&lematic to say the least.

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 Adept Enchanting 

The enchanting rules written down in2itS pp. ;! # "3 neither allow adepts to

create nor for&id this. 's a rule of 

thum& I suggest that an enchanter should ha)e only the possi&ility to create

foci he7she can use. 's a result there

must &e adept enchanters with the

capa&ility of creating se)eral types of 

foci D 'dept 8oci Centering 8oci

Infusion 8oci and Weapon 8oci.

In addition an adept with the :irtuoso

metamagic has the a&ility to create amasterpiece telesma. *nlike the

masterpiece initiation ordeal the

gamemaster should allow to create non#

original masterpieces for e<ample a

 &lacksmith forging katanas in thetraditional process ?&ut of course with

modern steel alloys@ might in)est time

into e)ery single sword in order to get a

masterpiece Euality sword.

When trying to enchant the

masterpiece the gamemaster then grantsthe adept a target num&er reduction eEual to the masterpiece rating. In addition the gamemaster might also reduce the karma cost for the first &onding &y the same )alue.

)istory o% sword smithing The history of swords is a history of material. The first &lades used &y mankind were the sharp

edges of a properly crafted flint. This was commonly used for kni)es spear# and arrowheads.

The Stone 'ge ended when humans e)entually &egan to disco)er metallurgics. The first metal to

 &e crafted in forges was copper which was soon to &e replaced &y an alloy of copper and zinc called

 &ronze which ga)e this peroid its name ronze 'ge. In comparison to stone &ronze could easily

formed in )arious shapes D for e<ample swords.

With the disco)ery of iron and the fa&rication of iron swords another new technological era &egan called Iron Time. Iron is for more dura&le than &ronze D due to the fact that iron is far morestronger.

The city of Carthago &eing a threat for the city of (ome had the capa&ility of creating a )ery pure

kind of iron which we would pro&a&ly call steel. Carthago was destroyed &y (ome and apparently

their knowledge of metallurgics got lost.

The longest &lade the romans produced was the gladius a short sword made of iron &elonging to

the eEuipment of e)ery roman legionaire ?regular roman [email protected] production of longer iron swords than the gladius is possi&le &ut it is nonetheless difficult D 

let us consider that it is nearly impossi&le to create an iron swords longer than one meter.

8or the creation of longer swords a far higher Euality of iron is reEuired D steel. Steel &ecame

a)aila&le in europe in the 2iddle 'ges. The refinement of iron to steel reduces the car&on content to

 Adept Compendium 2065 57

*ocus Tye +nchanting ,arma cost  

'dept 8ocus , " < 8orce

Centering 8ocus , - < 8orce

Infusion 8ocus , - < 8orce

Weapon 8ocus , - < 8orce

8orce of 8ocus 8orce

2aterial asis O&9ect

(esistance

0andmade Telesma #:irgin Telesma #$ #$

:irtuoso 2asterpiece #(ating #(ating

type of (adical # #

$ types of (adicals #$ #$

more types of (adicals #" #"

Orichalcum # 7 unit # per unit

$nd 5nchantment Test # per $ successes

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5&  Articles

less than $V. Compared to iron the melting point of raw steel is slightly reduced while the &oiling

 point rises to ?alomost@ infinity. This fact allows to melt se)eral other metals into steel D wolfram

moly&den co&alt titan manganese and others. y melting such materials into steel they are alloyed

 D creating steel alloys like Krupp :$' and :"' ?&oth highly stainless the latter is used for medical

tools@ Chrome#:anadine#Steel ?screwdri)ers wrenches@ Wolfram#Steel ?safes and e<pensi)earmor plates@.

Today in almost e)ery metal workshop almost all metal called iron is some sort of steel. Se)eral

sorts of steel e<ist for e)ery single purpose reducing the Euestion of material to /how costly may it

 &e`/

Comparing the o&9ect resistances ta&les from S(; and 2itS it seems the writers of &oth &ooks

aren+t into metallurgics. 'ccording to the com&ined ta&le a handcrafted Euality &lade has an o&9ect

resistance of - while alloys ?which are reEuired to craft that specific &lade@ ha)e an o&9ectresistance of 6. =amemasters should take this into consideration when a character tries to enchant

an item D a sword of real Euality has to &e made from appropriate steel.

-ear .b/ect Resistance

 Aatural O&9ects ?Trees Soil@ ;

2anufactured >ow#Tech O&9ects and 2aterials ?rick >eather Simple

1lastics@

-

0andcrafted Euality &lade -

1roduction#line gun modern katana 3

2anufactured 0igh#Tech O&9ects and 2aterials ?'d)anced 1lastics 'lloys

5lectronic 5Euipment >ockpick kit dirt &ike@

6

Car racing &ike !2onofilament whip thunder&ird dikoted katana %

Magician AdeptsThe magician adept is introduced in 2itS p. $$ as the adept+s /&igger &rother/. In fact the

magician adept is afull magician sacrificing 'stral 1erception and 'stral 1ro9ection for using adept

 powers. The only way to increase these adept powers isto initiate for only one point magic gi)ing a

new power point or 9ust &uy an additional power point. When trying to learn metamagic or 

changing the astral signature on initiation the newly gained magic point has to &e hardlinked with

another point of 2agical 1ower.In com&ination with the remaining limitations which I won+t mention here I get theseconclusionsF

• This character model is no adept.

• This model contains far to much strictures for real use.

• This concept might get too powerful when played for long time e)en when compared to

adept characters.

The idea itself has possi&ilities D dragons ?not drakes@ son+t really differ &etween magicaltraditions or styles. Therefore I suggest new magical characters pay $% uild 1oints 9ust for &eing

magical and pay - points e<tra for e)ery magic category D adept powers spellcasting and con9uring.

8or gaining free 'stral 1erception the character isn+t allowed to take adept powers D with the

e<ception the character+s species is dual#natured. 'stral 1ro9ection is gained only when purchasing

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