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Shadowrun Seattle Shutdown

Adept Powers: Difference between revisions

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[[Category:House Rule]]
[[Category:House Rule]]
==Shadowrun Fifth Edition Core Rulebook ==
=={{src|sr5}}==
===Attribute Boost{{src|sr5|ref=309}}===
===Attribute Boost{{src|sr5|ref=309}}===
Replace the text with:
Replace the text with:
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'''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 adds the Rating to a single Physical Attribute, up to the character's augmented maximum. This affects anything the attribute would normally affect &mdash; Limits, Initiative, Physical Track, etc. The character also makes a {{Test|Simple Magic + Attribute Boost Rating}}; the boost lasts for a number of Combat Turns equal to twice the number of hits scored.
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 &mdash; 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, the effects of each activation persist for the longest duration rolled. At the end of that period, the character resists Drain equal to the rating of this power times the number of ending boosts.
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.
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===Combat Sense{{src|sr5|ref=309}}===
===Combat Sense{{src|sr5|ref=309}}===
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'''Cost''': 0.5 PP per level<br />'''Activation''': Passive
'''Cost''': 0.5 PP per level<br />'''Activation''': Passive


This power improves a 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.
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.
Increase the DV of any attacks using the selected skill by the level. It is compatible with weapons and other adept powers.
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'''Cost''': Level + 0.5<br />'''Activation''': Passive
'''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 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.
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.
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The cost above mathematically produces the same values as the chart.
The cost above mathematically produces the same values as the chart.
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===Voice Control{{src|sr5|ref=311}}===
===Voice Control{{src|sr5|ref=311}}===
See [[Security Devices#Face Dancers|Security Devices]] for how this power interacts with voice recognition systems.
See [[Security Devices#Face Dancers|Security Devices]] for how this power interacts with voice recognition systems.
 
=={{src|sg}}==
==Cutting Aces==
===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}}===
===Osmosis{{src|ca|ref=153}}===
The adept can hold a single signature for Magic × Rating minutes, rather than Magic in minutes.
The adept can hold a single signature for Magic × Rating minutes, rather than Magic in minutes.


==Stolen Souls==
=={{src|ssouls}}==
===Mimic{{src|ssouls|ref=191}}===
===Mimic{{src|ssouls|ref=191}}===
The adept can hold a single signature for Magic × Rating minutes, rather than Magic in minutes.
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