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[[Category:House Rule]] | [[Category:House Rule]] | ||
== | =={{src|sr5}}== | ||
===Attribute Boost{{src|sr5|ref=309}}=== | |||
===Attribute Boost | |||
Replace the text with: | Replace the text with: | ||
<div class="replacement"> | <div class="replacement"> | ||
= | <p class="h3sub">Attribute Boost</p> | ||
'''Cost''': 0.5 PP per level<br />'''Activation''': Simple Action | '''Cost''': 0.5 PP per level<br />'''Activation''': Simple Action | ||
The adept calls upon inner strength to perform amazing physical feats beyond their normal abilities. Activating this power | The adept calls upon inner strength to perform amazing physical feats beyond their normal abilities. Activating this power adds the Rating to a single Physical Attribute, up to the character's augmented maximum. This affects anything the attribute would normally affect — Limits, Initiative, Physical Track, etc. The character also makes a {{Test|Magic + Attribute Boost Rating}}; the boost lasts for a number of Combat Turns equal to the number of hits scored. | ||
When the Attribute Boost runs out, the character resists Drain equal to the Rating. If a character boosts multiple attributes or reboosts before the effect expires, the effects of each activation persist for the longest duration rolled. At the end of that period, the character makes a single {{Test|Drain Resistance}} against the combined Drain, the rating of this power times the number of ending boosts. | |||
</div> | </div> | ||
===Combat Sense{{src|sr5|ref=309}}=== | |||
This adept power works like the spell{{src|sr5|ref=286}} of the same name; replace the text with: | |||
<div class="replacement"> | |||
<p class="h3sub">Combat Sense</p> | |||
'''Cost''': 0.5 PP per level<br />'''Activation''': Passive | |||
Combat Sense provides an instinctive sense of any potential threats nearby. When defending against ranged and melee attacks, the character gains dice pool bonus to Defense Tests equal to the level of this power. The character gains the same bonus to Surprise Tests. | |||
</div> | |||
===Critical Strike{{src|sr5|ref=309}}=== | |||
Replace the text with: | |||
<div class="replacement"> | |||
<p class="h3sub">Critical Strike</p> | |||
'''Cost''': 0.5 PP per level<br />'''Activation''': Passive | |||
This power improves attacks made with a specific [[Active Skills#Skill Chart|Close Combat Group]] skill, chosen when buying the power. If selected for Unarmed Combat, it also applies when fighting against astral entities via the Astral skill. The power may be selected multiple times, each time for a different skill. | |||
Increase the DV of any attacks using the selected skill by the level. It is compatible with weapons and other adept powers. | |||
</div> | |||
===Danger Sense{{src|sr5|ref=309}}=== | |||
This power does not exist; it has been rolled into Combat Sense. | |||
===Improved Reflexes{{src|sr5|ref=310}}=== | |||
Replace the text with: | |||
<div class="replacement"> | |||
<p class="h3sub">Improved Reflexes</p> | |||
'''Cost''': Level + 0.5<br />'''Activation''': Passive | |||
This power increases the speed at which the adept can react, just like wired reflexes. For each level, the adept receives +2 to Initiative and +1D6 Initiative Die (to a maximum of 5D6). The maximum level of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative. | |||
</div> | |||
The cost above mathematically produces the same values as the chart. | |||
===Voice Control{{src|sr5|ref=311}}=== | |||
See [[Security Devices#Face Dancers|Security Devices]] for how this power interacts with voice recognition systems. | |||
=={{src|sg}}== | |||
===Missile Mastery{{src|sg|ref=172}}=== | |||
The Accuracy of improvised throwing weaposn is equal to the Adept's Magic, not 3. | |||
=={{src|ca}}== | |||
===Osmosis{{src|ca|ref=153}}=== | |||
The adept can hold a single signature for Magic × Rating minutes, rather than Magic in minutes. | |||
=={{src|ssouls}}== | |||
===Mimic{{src|ssouls|ref=191}}=== | |||
The adept can hold a single signature for Magic × Rating minutes, rather than Magic in minutes. | |||
==Notes== | |||
Latest revision as of 14:48, 6 May 2025
Shadowrun Fifth Edition Core Rulebook
Attribute Boost[1]
Replace the text with:
Attribute Boost
Cost: 0.5 PP per level
Activation: Simple Action
The adept calls upon inner strength to perform amazing physical feats beyond their normal abilities. Activating this power adds the Rating to a single Physical Attribute, up to the character's augmented maximum. This affects anything the attribute would normally affect — Limits, Initiative, Physical Track, etc. The character also makes a Magic + Attribute Boost Rating Test; the boost lasts for a number of Combat Turns equal to the number of hits scored.
When the Attribute Boost runs out, the character resists Drain equal to the Rating. If a character boosts multiple attributes or reboosts before the effect expires, the effects of each activation persist for the longest duration rolled. At the end of that period, the character makes a single Drain Resistance Test against the combined Drain, the rating of this power times the number of ending boosts.
Combat Sense[1]
This adept power works like the spell[2] of the same name; replace the text with:
Combat Sense
Cost: 0.5 PP per level
Activation: Passive
Combat Sense provides an instinctive sense of any potential threats nearby. When defending against ranged and melee attacks, the character gains dice pool bonus to Defense Tests equal to the level of this power. The character gains the same bonus to Surprise Tests.
Critical Strike[1]
Replace the text with:
Critical Strike
Cost: 0.5 PP per level
Activation: Passive
This power improves attacks made with a specific Close Combat Group skill, chosen when buying the power. If selected for Unarmed Combat, it also applies when fighting against astral entities via the Astral skill. The power may be selected multiple times, each time for a different skill.
Increase the DV of any attacks using the selected skill by the level. It is compatible with weapons and other adept powers.
Danger Sense[1]
This power does not exist; it has been rolled into Combat Sense.
Improved Reflexes[3]
Replace the text with:
Improved Reflexes
Cost: Level + 0.5
Activation: Passive
This power increases the speed at which the adept can react, just like wired reflexes. For each level, the adept receives +2 to Initiative and +1D6 Initiative Die (to a maximum of 5D6). The maximum level of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.
The cost above mathematically produces the same values as the chart.
Voice Control[4]
See Security Devices for how this power interacts with voice recognition systems.
Street Grimoire
Missile Mastery[5]
The Accuracy of improvised throwing weaposn is equal to the Adept's Magic, not 3.
Cutting Aces
Osmosis[6]
The adept can hold a single signature for Magic × Rating minutes, rather than Magic in minutes.
Stolen Souls
Mimic[7]
The adept can hold a single signature for Magic × Rating minutes, rather than Magic in minutes.
Notes
- ↑ 1.0 1.1 1.2 1.3 Shadowrun Fifth Edition Core Rulebook (p. 309)
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 286)
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 310)
- ↑ Shadowrun Fifth Edition Core Rulebook (p. 311)
- ↑ Street Grimoire (p. 172)
- ↑ Cutting Aces (p. 153)
- ↑ Stolen Souls (p. 191)
