Adept power

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Contents

File:ChartWorldPop2.gif A B C D

Sources
Pub. SKU Book
SS 2014-05 27200 Stolen Souls
B&B 2014-06 26s027 Bullets & Bandages
SG 2014-06 27003 Street Grimoire
SSp 2014-09 26s048 Shadow Spells
HT 2015-10 27201 Hard Targets
CA 2016 27202 Cutting Aces
FA 2017-05 27011 Forbidden Arcana
BTB 2018 27014 Better Than Bad

Magical demographics

27011 Forbidden Arcana (2017), pp.102–105 (with Errata)

For every 10,000 people, there are typically:

80 unaware “sparks”
20 Aware(FA-49)
12 Adepts
 9 Magicians
 8 Sorcerers
 8 Conjurers
 4 Enchanters
 4 Apprentices(FA-47)
 4 Explorers(FA-47)
 1 Mystic Adept

The Aware

27011 Forbidden Arcana (2017), p.49

(Priority D; Magic 3, One rating 4 magical skill)

While most “sparks” have so little magic that they’re not worth consideration, one type, the aware, are. The aware have astral perception as their lone magical ability, a truly minor ability that nonetheless sets them higher than the truly mundane. The aware have been known for ages as readers of auras, palms, or other forms of psychometry, but simply being able to see magical activity is power enough to serve them as researchers, observing the magic used by others and taking note. The largest place for them, by far, is in the world of security, serving in personal security details to ensure no magic is used to influence negotiations, to keep an eye out for spiritual intrusion, or to direct security details against enchanted intruders. Several have found a place as musicians as well, as being able to read the emotional state of a crowd and adjusting their performance to it is a significant asset.

Qualities

Qualities that require a particular Adept Power are listed under said power.

Apt Pupil

27011 Forbidden Arcana (2017), p.31

Cost
5 Karma
Prerequisites
Arcana 6 and Knowledge: Magical Theory 4

All that studying has finally paid off. All of the magical training times for a character with this quality are reduced by 25 percent.

Barehanded Adept

27011 Forbidden Arcana (2017), p.33

Type
[Buddhism]
Cost
10 Karma
Prerequisites
Adept and Unarmed Combat 6

This quality allows an adept to cast a number of touch spells equal to their (Magic attribute / 2); a new touch spell is granted as the character’s Magic attribute rises high enough after acquiring this quality. An adept with this quality does not actually have to use their hands to cast a spell, but their bare skin must make contact with the target of the spell (or the target’s clothing). A barehanded adept uses their Unarmed Combat skill in place of the Spellcasting skill and must still make the normal unarmed attack required to target a touch spell. Drain is double what it normally would be and is resisted with Body + Willpower. The maximum Force of any spell cast with this ability is (Magic / 3), rounded up.

Animal Familiar

27011 Forbidden Arcana (2017), p.31

Cost
5 Karma
Prerequisite
Animal Handling 5

Using this quality can make a non-Awakened animal follow the same rules as an animal bonded via Attune Animal, though this bond cannot be broken except by death (type and cost of animal allowed is up to the gamemaster). If a familiar dies, the quality must be purchased again if the character wants a familiar. Characters may only have one familiar at a time. The character and animal share a limited Sense Link.(SG-198) They are connected emotionally and the character can issue commands mentally to the animal, but no other senses are shared. If the familiar is within (character’s Magic × 50) meters of the character, the character knows where the familiar is. Adepts with a familiar can reduce the Karma cost of the Way of the Beast by 3.

Sprawl Tamer

27011 Forbidden Arcana (2017), p.41

Cost
10 Karma
Prerequisite
Animal Handling 6

The Sprawl Tamer is a magical beast master of the urban jungle. The number of tricks,(HS-184) a critter is capable of learning is increased to twice the critter’s Logic. Domesticated critters,(HS-186) that a Sprawl Tamer trains have the number of tricks they can learn increased to triple their Logic. Additionally, the Sprawl Tamer is always opposed by the critter’s Willpower × 2 when asserting dominance, regardless of the type of critter. Lastly, the threshold for training any type of critter is reduced by 1.

Adept Powers

Adept Spell

27201 Hard Targets (2015), p.190

Cost
1 PP

The adept has learned to cast a single spell like a mage. You learn one spell for free when acquiring this power. The maximum Force of the spell is your Magic Rating, and the Drain is always physical, resisted with Body + Willpower. This ability otherwise follows the standard rules for spellcasting. The adept can take ranks in the Spellcasting skill and is required to take at least one rank to use this power. This power can only be taken once.

Adept Accident

27201 Hard Targets (2015), p.190

Cost
.5 PP

This power allows an adept to disrupt the mana flows within a target they have touched. Activating this power is a Simple Action and can be activated any time within (Magic) minutes from the time the target is touched (meaning the adept must have succeeded in a touch attack. The adept rolls Magic + Willpower [Astral] vs. Reaction + Intuition [Physical]. If the adept wins, the target suffers a glitch or accident as determined by the gamemaster. If the adept scores 4 or more net hits, it is considered a critical glitch with potentially catastrophic results. The adept must resist Drain (Body + Willpower) equal to the number of hits (not net hits).

Adrenaline Boost

Core Rulebook, p.308

Activation
Free Action
Cost
.25 PP per Level

This power lets you accomplish more in one Combat Turn. You get +2 to your Initiative Score for the current Combat Turn for every level of this power you have. At the beginning of the next turn after the Adrenaline Boost, you take Drain equal to the number of levels you have in this power.

Analytics

27003 Street Grimoire (2014-06), p.169

Cost
.5 PP per Level

Adepts with this power can easily analyze, detect, recognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For every level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, observation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)

Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be overlooked (gamemaster’s discretion).

Animal Empathy

27003 Street Grimoire (2014-06), p.169

Cost
.25 PP per Level

This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.

Astral Perception

Core Rulebook, p.309

Activation
Simple Action
Cost
1 PP

This power allows you to bridge the gap between the physical and astral realms and see into the astral plane. Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power. Follow all the normal rules for astral perception.(SR5-312)

Astral Bouncer

27011 Forbidden Arcana (2017), p.32

Prerequisite
Assensing 4 (Aura Reading)
Cost
10 Karma

A character with this quality has astral sight that is so keen that they’ve developed new ways of sizing up everyone they meet. Along with the normal results, every two net hits on an Assensing skill test can also be used to reveal one of the following about a living being: all positive qualities, all negative qualities, physical attribute ratings, mental attribute ratings, initiate grade, an initiate power, an adept power, or Edge rating.

Astral Infiltrator

27011 Forbidden Arcana (2017), p.32

Prerequisites
Astral Combat 5 (Astral Barriers), Initiate Grade 1
Cost
15 Karma

Any astral barrier that a character with this quality successfully passes through has its Force lowered by their Initiate Grade. If passing through the barrier lowers the Force to zero, the barrier is disrupted, and the mage who set it up is alerted. A character with this quality can instead choose to leave a barrier at Force 1 if they would normally disrupt the barrier by passing through it. A single character can only reduce the Force of a barrier once, but multiple characters with this quality can combine their efforts to weaken or remove an astral barrier.

Attribute Boost

Core Rulebook, p.309

Activation
Simple Action
Cost
.25 PP per Level

You call upon inner strength to perform amazing physical feats beyond their normal abilities. Attribute Boost must be purchased for a specific Physical Attribute (Agility, Body, Reaction, or Strength); separate Attribute Boost powers may be bought for different attributes. This power cannot be purchased for a Mental or Special Attribute.

When you activate this power, make a Magic + Attribute Boost Rating Test. Each hit on this test boosts your attribute rating by 1, up to your augmented Attribute maximum. This only affects your dice pools; your Physical limit and Initiative ratings don’t change with Attribute Boost. The boost lasts for a number of Combat Turns equal to twice the number of hits you get. When the boost runs out, you take Drain equal to the level of this power.

Authoritative Tone

Street Grimoire Errata (2014-09-24), p.4

Cost
.5 PP per Level (Max 3)

Adepts with this power can speak in a way that immediately makes people want to believe them and follow their orders. For every level of this power, an adept gains a +1 die to any Opposed Social Skill Test that they initiate (normal limits apply).


Berserk

27003 Street Grimoire (2014-06), p.169

Activation
Simple Action
Cost
1 PP

The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of −1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic × 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic × ½) Test. When the power wears off, adepts must resist Drain equal to (Magic × ½, rounded up).

Berserker’s Rage

27003 Street Grimoire (2014-06), p.169

Prerequisite
Berserk
Activation
Complex Action
Cost
1 PP

The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserk power are increased to +2, and the duration is increased to (Magic × 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 − the adept’s Magic Rating, with a minimum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic × ½). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic × 3) minutes.

Blind Fighting

27003 Street Grimoire (2014-06), p.169

Cost
.5 PP

Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cumulative reduction of 2.(RG-141)

Cloak

27003 Street Grimoire (2014-06), p.169

Cost
.25 PP per Level

Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against them.(SR5-285) Cloak does not prevent a magician or mystic adept from reading the adept’s aura through astral perception or viewing them from astral space; it just makes it more difficult to zero in on the targeted adept.

Combat Sense

Core Rulebook, p.309

Cost
.5 PP per Level

Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.

Commanding Voice

27200 Stolen Souls (2014-05), p.191

For the Street Grimoire power, see Authoritative Tone

Cost
1 PP

This power channels the adept’s magic into his voice to enhance the modulation and pitch, subliminally influencing the actions of any listeners. The adept takes a Complex Action to give a simple but forceful command (five words or less) to the target, making an Opposed Test with Leadership + Charisma against the target(s) Willpower + Intuition. If the adept succeeds in the test, the target uses his next action to either carry out the command or stands confused (gamemaster’s choice, but the more net hits achieved the more likely it is for the target to obey the adept’s command). Such commands carry no weight beyond the immediate impetus, and the affected characters will quickly reassert their wits, returning to their original course of action. If multiple individuals are targeted, use the largest dice pool among the defenders and add 1 die per additional target (to a maximum of six individuals). Commanding Voice may only be used on metahumans who can directly hear and understand the adept’s words. It has no effect when the voice is amplified or broadcast via technological means (e.g., wireless transmission or loudspeaker). It is also less effective on subsequent uses against the same target. Apply a cumulative −2 dice pool penalty for each use within the preceding 24 hours.

Cool Resolve

27003 Street Grimoire (2014-06), p.169

Cost
1 PP per Level

Adepts with this power are extremely confident and self-assured in social interactions. This includes situations such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interrogator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.

Pacifist Adept

27011 Forbidden Arcana (2017), p.39

Prerequisites
Cool Resolve, Pacifist,(RF-157) and Notoriety < 2
Cost
5 Karma

Adepts with this quality have dedicated years of training to using the powers granted by their qi to further their pursuit of peaceful conflict resolution. This quality offers special benefits for each level of the Pacifist quality that the adept possesses, but also requires a deeper dedication to their vow of non-violence.

Pacifist (10 Karma): Any attacks that would cause Physical damage made by anyone, or at anyone, within a number of meters equal the adept’s Magic Rating has its associated limit reduced by 2. This includes attacks made by anything that lacks an Essence attribute, but not attacks against them. After all, you can’t really kill something if it’s not (debatably) alive. The character also receives an additional +1 to their dice pool and limit for any opposed social skill checks or Knowledge skill checks they make to avoid using violence. Any attacks against the Pacifist Adept or made by the Pacifist reduce the number of 1s needed to glitch by one.

Pacifist (15 Karma): Any attempts to cause harm (Physical or Stun damage) performed by anyone, or at any living being, within a number of meters equal the adept’s (Magic Rating × 2) have their limit reduced by 4. This includes attacks made by anything that lacks an Essence attribute, but not attacks against them. The character also receives an additional +3 to their dice pool and limit for any opposed social skill checks or Knowledge skill checks they make to avoid using violence. Any attacks against the Pacifist Adept or made by the Pacifist reduce the number of 1s needed to glitch by three.

Counterstrike

27003 Street Grimoire (2014-06), p.170

Activation
Interrupt Action (−5 from Initiative score)
Cost
1 PP per Level

Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Counterstrike and Opposing Force martial arts techniques.(RG-124,139)

Critical Strike

Core Rulebook, p.309

Cost
.5 PP per Level

This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill.

Death Dealer

27011 Forbidden Arcana (2017), p.35

Prerequisite
Critical Strike OR Spellcasting 4 (Combat Spells)
Cost
15 Karma per Level (Maximum 3)

All Combat spells cast by a character with this quality have their DV increased by 1 per level of this quality. However, channeling even more destructive forces wreaks havoc on the character’s system. The drain code for any affected Combat spells is increased by +1 per level. Adepts with this quality add an additional +1 DV to any attacks made with active skills affected by the Critical Strike power, but they may only purchase the first level of this quality.

Danger Sense

Core Rulebook, p.309

Cost
.25 PP per Level

You are instinctively sensitive of your surroundings and of impending threats that may not be immediately visible. It’s the bad feeling that the character gets before walking into a trap, the gut instinct that makes them jump an instant before trouble hits. For each level of this power, you get +1 die on Surprise Tests.

Demara

26s048 Shadow Spells (2014-09), p.23

Cost
.5 PP

This power grants the adept the ability to use an untrained skill at minimal effectiveness after watching a person or recording of a person using the desired skill. Once the adept has watched their reference material for at least one hour, they can use the skill as if they have a skill rating one. This knowledge remains effective for a number of hours equal to the adept’s Magic Attribute. The ability does not provide any Karma assistance in learning a skill through character creation or advancement.

Eidetic Sense Memory

26s048 Shadow Spells (2014-09), p.23

Cost
.5 PP

An adept with Eidetic Sense Memory is capable of memorizing all sensory input, including tastes, smells and textures in addition to the more traditional visual ability. The adept is capable of perfectly recalling any sensory stimulus, or combination thereof. The memories can be recalled at will. The adept also has the ability to photo-read, making it a great trick for those Awakened who like book clubs.

Elemental Body

27003 Street Grimoire (2014-06), p.170

Prerequisites
Elemental Strike
Activation
Complex Action
Cost
1 PP

An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.

To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Elemental Strike power, with a DV of (Magic × 2)P and AP −(Magic × ½). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-moving projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.

Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic × ½) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be purchased as a separate power.

Elemental Strike

27003 Street Grimoire (2014-06), p.170

Prerequisites
Killing Hands
Activation
Simple Action
Cost
.5 PP

Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemental effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.

Elemental Weapon

27003 Street Grimoire (2014-06), p.170

Prerequisites
Weapon foci
Activation
Simple Action
Cost
.5 PP

Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (normal or toxic) through her weapon focus instead of her hands. A Simple Action is required to first channel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept’s Accuracy or skills related to foci.

Empathic Healing

27003 Street Grimoire (2014-06), p.171

Activation
See text
Cost
.5 PP

Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accomplish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.

Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 − current Essence Rating, round down) to the dice pool for the adept’s healing test. The test itself requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.

Adept Healer

27011 Forbidden Arcana (2017), p.31

Prerequisite
Empathic Healing
Cost
10 Karma

An adept with this quality heals significantly more damage per hit when transferring damage from another person with the Empathic Healing power. Additionally, they suffer a slightly lower cost to their own health. When using the Empathic Healing power, each net hit removes 3 boxes of damage from the wounded character and inflicts 2 boxes of damage on the adept.

Enhanced Accuracy

Core Rulebook, p.309

Type
Skill
Cost
.25 PP per Level

A weapon in your hands becomes an extension of your body. When you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy Weapons, etc.). When you use the skill, add 1 to the Accuracy of the weapon you’re using. This power cannot be used with Unarmed Combat, but it can be purchased multiple times with a different skill each time.

Enhanced Perception

Core Rulebook, p.309

Cost
.5 PP per Level

This power sharpens all your senses. Add +1 die per level to all Perception Tests and Assensing Tests.

Enthralling Performance

26s048 Shadow Spells (2014-09), p.23

Cost
.5 PP

This adept power is used in conjunction with an artistic skill, such as Artisan or Gymnastics, which the adept must also possess. This power can be selected multiple times, with each selection pertaining to a different artistic skill. If the gamemaster allows, this power may also be linked to Unarmed Combat (Martial Arts) or Con (Impersonation). The power permeates the adept’s performance with a subtle magic aura, mesmerizing observers with the adept’s grace or skill as the performance unfolds. The adept makes a test of the appropriate skill + Magic. The adept’s hits serve as a threshold modifier for any Perception tests the audience might make during the performance. Audience members exposed to sudden outside stress or stimuli, such as hearing gunshot or suffering an assault, are immediately released from the entrancement.

Facial Sculpt

27003 Street Grimoire (2014-06), p.171

Activation
Complex Action
Cost
.25 PP per Level

This power allows an adept to change their appearance by shifting the muscles, bone structure, and cartilage in their face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.

Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype if they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.

Changing skin tone and hair color within the adept’s ethnicity is possible, but changing color to that of different ethnicity/metatype requires Melanin Control. Changing the length of horns, nails, and non-facial hair requires Keratin Control.

Feign Illness

26s027 Bullets & Bandages (2014-06), p.22

Cost
.5 PP

This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.

Feign Death

26s027 Bullets & Bandages (2014-06), p.22

Cost
1 PP

Like the Feign Illness power, Feign Death allows the adept to mimic death with enough accuracy to fool observers, biomonitors, and even medkits. The adept can maintain the power for a number of hours equal to her Magic attribute. The adept sets a time limit when she will come out of the comatose state; the only way to wake her up early is to send a message via a Mindlink spell containing a pre-arranged trigger phrase. Physical contact, injury, loud noise, and so on have no effect on the death-mimicking adept. Any attempts to diagnose signs of life must exceed a threshold equal to the adept’s Magic attribute. The adept is unaware of her surroundings while in this state; she doesn’t hear any conversations taking place or see who is coming and going in their surroundings.

Flexibility

27003 Street Grimoire (2014-06), p.171

Cost
.25 PP per Level (Max 3)

Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during unarmed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.

Focused Archery

27201 Hard Targets (2015), p.190

Cost
.25 PP per Level (Max 3)

This ability allows an adept to focus their qi and draw a bow that they normally would not be strong enough to use. Solely for the purposes of determining the maximum Rating of bow they are able to ire without penalty, an adept can treat their Strength as 1 higher for each level they have in this power. If an adept using this power fires a bow more than once in a Combat Turn, they must resist Drain equal to twice the number of levels they have in this power at the beginning of the next Combat Turn.

Freefall

27003 Street Grimoire (2014-06), p.171

Cost
.25 PP per Level

This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freefall allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally.(SR5-172) This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three meters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no damage or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.

Hang Time

27003 Street Grimoire (2014-06), p.171

Activation
See description
Cost
.25 PP per Level

Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can temporarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or elbows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this power, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.

Heightened Concern

26s048 Shadow Spells (2014-09), p.23

Cost
.5 PP

The adept can ignore a single distraction while performing another task. This power negates a single situational modifier of a value of up to half (rounded up) of their Magic Attribute. It takes a Complex Action to activate and may be combined with the Adept Centering metamagic.

Improved Ability

Core Rulebook, p.309

Type
Skill
Cost
.5 PP per Level

This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level × 1.5 (rounded up).

Improved Physical Attribute

Core Rulebook, p.309

Cost
1 PP per Level

This power allows you to increase a physical attribute (Body, Agility, Reaction, and Strength). This augments your attribute, so your Physical limit may also increase with the new Attribute rating. This power allows you to exceed your natural Attribute maximum, up to your augmented maximum.

Improved Potential

Core Rulebook, p.309

Type
Limit
Cost
.5 PP per Level

This power allows an adept to raise one of your inherent limits (Physical, Mental, or Social), specified when you buy the power, by 1. You may buy this power multiple times, once per inherent limit.

Improved Reflexes

Level PP cost
1 1.5
2 2.5
3 3.5

Core Rulebook, p.310

Cost
see table

This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 to Reaction (this also affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6). The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with other technological or magical increases to Initiative.

Improved Sense

Core Rulebook, p.310

Cost
.25 PP per Sense

This power gives you sensory improvements not normally possessed by your character’s metatype. These improvements may include low-light or thermographic vision, high or low frequency hearing, and so on. Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).

Audio Damper
+2 DP to resisting sonic attacks, including flashbangs.(SR5-454)
Audio Filter
Block out background noise to focus on one specific pattern of sounds.(SR5-445)
Audio Spectrum
+1 limit on audio Perception Tests.(SR5-445)
Augmented Balance
+1 DP on all tests involving balance (e.g. climbing, walking along a beam, landing a jump, etc.).(SR5-454)
Spatial Recognizer
+2 limit on Perception Tests to find the source of a specific sound.(SR5-445)
Flare Compensation
Glare conditions shift two rows up.(SR5-175)
Low-Light Vision
Treat Partial Light and Dim Light as Full Light.(SR5-175)
Magnification Vision
Reduce Range conditions by one category.(SR5-175,178)
Microscopic Vision
In addition to the obvious use, provides +4 DP on Perception tests to examine items in detail.(CF-76)
Thermographic Vision
Visibility and Light conditions shift one row up.(SR5-175)

In addition to the sensory enhancements listed for cyberware and bioware, other improvements that can be selected include:

Perfect Pitch
With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency. This doesn’t mean that you’re a good singer, just that you can recognize when you’re off key.
Direction Sense
Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.
Improved Tactile
The adept’s fingers are sensitive to imperfections on the surface of an object, allowing you to notice something as subtle the indentation of writing on a piece of paper (even paper on a pad beneath the sheet that was actually written on). Add +2 dice to tactile Perception Tests.
Human Scale
With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object. Can be useful for carnival barkers and arcanoarchaeologists trying to figure out how much that statue they’re trying to snatch off a pressure plate weighs.

Indomitable Will

26s048 Shadow Spells (2014-09), p.23

Cost
.25 PP per Level

The adept has an increased resistance to fear and torture. The adept gains a +1 dice pool modifier to Opposed Tests to resist Intimidation and fear-inducing effects or powers for each level of this power.

Inertia Strike

27003 Street Grimoire (2014-06), p.172

Activation
Free Action
Cost
.5 PP

This power allows an adept to generate and channel extra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare their intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, they add (Magic × ½) to their Strength Damage Value solely to determine if a knockdown occurs.(SR5-194) Inertia Strike does not deal damage change the actual Damage Value of the attack. Using this power is considered a Called Shot.(SR5-195) Note: This power cannot be combined with the Imposing Stone Martial Arts Technique.(RG-138)

Iron Gut

26s048 Shadow Spells (2014-09), p.23

Cost
.25 PP per Level

This power greatly increases the strength of the adept’s digestive tract, allowing them to ingest and metabolize a wider array of substances than the metahuman norm. The power grants the adept a +1 dice pool modifier on any ingested Toxin Resistance Test,(SR5-409) per level of the ability.

Iron Lungs

26s048 Shadow Spells (2014-09), p.23

Cost
.25 PP per Level

This power increases the adept’s lung capacity. When attempting to hold one’s breath, each level of Iron Lungs increases the base time of holding one’s breath by 20 seconds. When wanting to extend past the base time, each level adds an additional 6 seconds for each net hit on a Swimming + Willpower Test (added on top of the normal 15 additional seconds per net hit). So at four levels, the adept’s base time is 140 seconds (60 seconds normally, plus 80 (that is, 4 × 20) seconds from the power). Each net hit on a Swimming + Willpower Test extends the clock by 39 seconds (15 seconds as a base plus 4 × 6, or 24). The power also adds a +1 dice pool modifier to Body to resist Fatigue damage from Running,(SR5-172) per level.

Iron Will

26s048 Shadow Spells (2014-09), p.23

Cost
.5 PP per Level

This power makes the adept more resistant to external influences. The character may add the power’s level as a dice pool modifier in tests to resist mental manipulation or mind control, whether originating from spells, adept powers, or spirit powers.

Keratin Control

26s048 Shadow Spells (2014-09), p.24 • Street Grimoire Errata (2014-09-24), p.4

Cost
.5 PP

The adept has the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.

Kiai

27201 Hard Targets (2015), p.190

Cost
.25 PP per Level (Max 6)

The adept summons up their qi to let out a terrifying battle cry that can send their foes fleeing. This power affects everyone who hears it, whether friend or foe, within a radius of (Magic) meters. The adept makes an Opposed Test using its Magic + Kiai Rating against the target’s Logic + Willpower. Any bonuses against fear, such as the Guts quality, are added to the target’s Opposed Test. If the target wins, they suffer no ill effects. If the adept wins, the victim takes a −2 penalty to all actions for a number of Combat Turns equal to the net hits. If the adept’s net hits exceed the target’s Willpower, the victim lees in terror until they are safely away and out of sight of the adept. Even once the fear fades, the target must succeed in a Willpower + Logic (adept’s net hits) Test to gather the nerve to face the adept again. At the end of the Combat Turn, the adept takes Drain equal to the level of this power. They may attempt to soak the drain with Body + Willpower.

Killing Hands

Core Rulebook, p.310

Activation
Free Action
Cost
.5 PP

This power lets you inflict lethal damage with your unarmed attacks. When inflicting damage on the target of an unarmed attack, you may choose whether to cause Stun or Physical damage. Killing Hands may be combined with other adept powers that increase unarmed damage. Your Killing Hands attacks are magical, so they can bypass a creature’s magical defenses against attack, such as the Immunity to Normal Weapons power, and may be used by adepts with Astral Perception during astral combat.

Spirit Hunter

27011 Forbidden Arcana (2017), p.40

Prerequisites
Killing Hands
OR Banishing 4
OR Astral Combat 4 (Spirits); see description
Cost
20 Karma per Level (Maximum 3)

A character with this quality has the ability to prevent spirits from using their powers for a short period of time. Any time a character with this quality successfully damages a spirit with Killing Hand, damages a spirit in astral combat, or uses Banishing to remove a favor that a spirit owes, that spirit cannot use any of its powers for two Combat Turns per level of the quality. Adepts with Killing Hands may purchase the higher levels of this quality if they raise Astral Combat to rank 6 and then rank 8. Other characters may purchase the higher levels of this quality at skill rank 8 and skill rank 12.

Kinesics

Core Rulebook, p.310

Cost
.25 PP per Level

Kinesics grants you complete control over your body’s nonverbal and subconscious communication and social cues, even when you’re in stressful social situations. It includes facial expressions, body movements, eye movements, fluctuations in heart rate and blood pressure, and even control over sweat glands, making it difficult to gauge your emotional state and truthfulness. Add +1 to resist Social Tests and tests to read your emotions like Judge Intentions, assensing, or truthfulness tests.

Kinesics Mastery

27003 Street Grimoire (2014-06), p.172

Prerequisites
Kinesics
Cost
.5 PP

An advanced version of Kinesics, this power allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messages and mental states are easily relayed, those with Kinesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Communication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.

Lie Detector

27202 Cutting Aces (2016), p.153

Cost
.25 PP per Level

You can always spot a liar. Gain +1 to Judge Intentions tests, assensing for emotional states, or tests to determine if someone is telling the truth. Adepts with this power are highly sought after by corporations for their ability to effectively counter other adepts using Kinesics.

Light Body

Core Rulebook, p.310

Cost
.25 PP per Level

Light Body is used to make incredible jumps over long distances. Add the power’s level to your Agility before calculating maximum distance you can jump. Also, add 1 die per level to your Gymnastics Test when you make your jump. If you should happen to fall, reduce the effective distance of a fall by the level in meters when calculating your falling damage.

Light Touch

27200 Stolen Souls (2014-05), p.191

Cost
.25 PP per Level

Light Touch allows the adept greater control in palming or pickpocketing an object and preventing anyone from perceiving the act. It imposes a −1 Perception dice pool modifier per level of Light Touch to anyone observing or being targeted by the adept.

Linguistics

Language Threshold
Common (English, Japanese, Spanish) 1
Uncommon (Latin, Or’zet, Sperethiel) 2
Obscure (Aramaic, Lapp, Berber) 3

27003 Street Grimoire (2014-06), p.172

Cost
.25 PP

Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a minimal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 − Magic Rating) hours, (minimum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.

Living Focus

26s048 Shadow Spells (2014-09), p.24 • Street Grimoire Errata (2014-09-24), p.4

Cost
1

This power allows the adept to sustain a spell in a manner that simulates a Sustaining Focus. The casting magician does not need to maintain the spell but can transfer the spell to the adept with a Simple Action, with the adept providing the mana to power the spell. The spell cannot be further transferred, even if the recipient has the Living Focus power. The spell’s Force cannot exceed the adept’s Magic Attribute, and while sustaining the spell the adept suffers a −2 dice pool modifier to all actions while they sustain the spell. Counterspelling the sustained spell is handled with Dispelling.(SR5-296)

Magic Sense

27003 Street Grimoire (2014-06), p.172

Cost
.5 PP

Magic Sense allows an adept to detect the use of magic in her vicinity. Treat this power as the Detect Magic spell,(SR5-287) but with a range equal to (Magic × 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.

Maintain Warmth

26s048 Shadow Spells (2014-09), p.24

Cost
.25 PP

Maintain Warmth allows the adept to delay the onset of hypothermia and other cold-related ailments. This eliminates any modifiers to the Survival Test due to weather.(SR5-137)

Master Archer

27201 Hard Targets (2015), p.191

Cost
1 PP

An adept with this ability has no equal when wielding a bow. Any Action Phase in which the adept uses the Fire Bow Simple Action or the Load and Fire Bow complex action, they can ignore 2 points of negative dice pool modifiers due to their own movement. In addition, any ranged attacks the adept makes with a bow gains +1 die.

Melanin Control

27003 Street Grimoire (2014-06), p.172

Cost
.5 PP

This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.

Memory Displacement

26s048 Shadow Spells (2014-09), p.24

Cost
.25 PP

This adept power allows an adept to temporarily remove selected memories for a predetermined amount of time with the use of a Complex Action. While the memory is displaced, the adept has no recollection of the erasure or its contents, rendering attempts at Intimidation, Interrogation, or mental manipulation spells ineffective, except for any physical trauma caused. Once the predetermined time has elapsed, the memory returns.

Metabolic Control

27003 Street Grimoire (2014-06), p.172

Cost
.5 PP

An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the interval for taking fatigue damage from sleep deprivation by another three hours.(SR5-172)

The second benefit preserves the adept’s life in emergency situations. When the adept goes into Physical overflow damage, he immediately goes into this meditative state. While in this state, the adept only takes an additional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.

Mimic

27200 Stolen Souls (2014-05), p.191

Cost
.25 PP per Level (Max 6)

Mimic allows an adept to be able to mystically copy fingerprints, palm prints, and retinal prints and temporarily imprint those patterns onto his own body. For each level of Mimic, the character can receive 1 die to use to fool a print scanner. The adept must spend 1 minute in physical contact with the target, with each minute increasing the quality of the copy. The highest copy that can be produced of these prints is Rating 6 (which requires 6 minutes of contact with the target). The copies of the prints last for (Magic Rating of the adept) minutes before the adept’s body reverts back to its natural patterns.

Missile Mastery

27003 Street Grimoire (2014-06), p.172

Cost
1 PP

In the hands of an adept with Missile Mastery, everyday items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.

Missile Parry

Core Rulebook, p.310

Activation
Interrupt Action (−5 from Initiative Score)
Cost
.25 PP per Level

You can catch slow-moving projectiles such as arrows, thrown knives, grenades, or shuriken out of the air. When using this power, add +1 die per level to your defense pool against the attacker’s ranged attack test. If you generate net hits, you pluck the missile out of the air. You need to have at least one empty hand to use Missile Party.

Missile Deflector

27011 Forbidden Arcana (2017), p.38

Prerequisites
Missile Parry (1) and Counterstrike
Cost
10 Karma

Adepts with this quality may use Counterstrike as an interrupt action to immediately throw an object that they have successfully caught using Missile Parry. The adept can target anyone or any area within their normal throwing range.

Motion Sense

Moving thing is Threshold
Smaller than dog/cat 3
Smaller than average metahuman (dwarf) 2
Average metahuman (human, ork, elf) 1
Larger than average (troll) Automatic
success

27003 Street Grimoire (2014-06), p.172

Cost
.5 PP

Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambient barometric pressure, vibrations, or the minute disruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) meters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also directly affects the adept’s ability to sense it.

To use this power, the adept must first make a Perception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.

Mystic Aptitude

27014 Better Than Bad (2018), p.159

Activation
Simple Action
Cost
.75 PP per Level

You call upon inner mana strength to perform amazing physical feats beyond your normal abilities.

When you activate this power via a Simple Action, you substitute your Magic + (Rank in this power) for any one Physical Attribute (choose when activated).This affects dice pools, limits, Strength-based damage values and Initiative ratings.

The boost lasts for a number of Combat Turns equal to your Magic rating. When the boost runs out, you take Drain equal to (rank of this power × 2).

At Rank 1, this power can be used once per thirty minutes; at Rank 2, once per fifteen minutes, at Rank 3, once per minute. It does not stack with Attribute Boost or Supernatural Prowess. Power foci do not increase your Magic when determining the effect of this power. This power may be taken up to three times.

Mystic Armor

Core Rulebook, p.310

Cost
.5 PP per Level

This power protects you from physical attacks. For every level, this power gives you 1 point of Armor (cumulative with other armor, but not adding to encumbrance) that also protects against damage you take in astral combat.

Natural Immunity

Core Rulebook, p.311

Cost
.25 PP per Level

Add +1 die per level to your tests to resist toxins and disease.

Nerve Strike

27003 Street Grimoire (2014-06), p.173 • 27200 Stolen Souls (2014), p.191

Cost
1 PP

By targeting various nerve clusters in their opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare they are using the power and then make a normal melee attack. If successful, the adept may choose to reduce his opponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack.

The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.(SG-173)

Subjects that have lost Agility or Reaction in this manner must rest for at least one hour. At the end of the hour, they must make a Body + Willpower Test, with each hit returning 1 point of Agility or Reaction (subjects’s choice). The character makes another Body + Willpower Test each hour until all Agility and/or Reaction has been restored. Magical healing and First Aid may assist in speeding up this recovery.(SS-191)

Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other normal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.

Chakra Interrupter

27011 Forbidden Arcana (2017), p.33

Prerequisites
Nerve Strike and Assensing 4 (Aura Reading)
OR Unarmed Combat 6 (Martial Art), Dim Mak,(RG-137) and Assensing 4 (Aura Reading)
Cost
10 Karma

When striking nerves, arteries, and pressure points, the character doesn’t just disable limbs; they block the ability to control and channel mana. The attacker must have previously assensed the target and gotten at least 2 net hits to use this ability. Along with the normal effects of Nerve Strike or called shots to an arm or leg, a character with this quality may temporarily reduce the Magic attribute of a target by 1 for every two net hits on their melee attack. The defending character’s Magic attribute is reduced for a number of Combat Turns equal to the melee skill rank of the attacking character. Using this ability without the Nerve Strike power requires a Called Shot (Specific Location) targeting either an arm or a leg.

Nimble Fingers

27003 Street Grimoire (2014-06), p.173 • 27200 Stolen Souls (2014), p.191

Cost
.25 PP

Adepts with this ability have exceptional manual dexterity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a musical instruments that requires the use of fingers, or any tests where small tools or items are used (gamemaster’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, Pick Up/Put Down Object,(SS-191) and Use Simple Device are now considered Free Actions.

Osmosis

27202 Cutting Aces (2016), p.153

Cost
.25 PP per Level
Prerequisite
Mimic

While the Mimic power allows an adept to replicate an individual’s finger, palm, and retinal prints, the Osmosis power can go a level deeper. Osmosis allows an adept to temporarily replicate an individual’s blood type and even genetic prints. This replication is sufficient to fool the comparatively cursory biometric typing used by security devices and medical quick tests, however it will not fool in-depth scrutiny by lab technicians. The adept must spend 1 minute in contact with the target, with each minute increasing the quality of the copy. The Mimic power can be activated during the same contact period. The highest copy that can be produced is Rating 6 (which requires 6 minutes of contact with the target and 6 levels in the power). The replication lasts for [Magic Rating of the adept] minutes before the adept’s body reverts back to its natural patterns. Any biological samples removed from the adept while this power is active retain the changes indefinitely.

Pain Relief

27003 Street Grimoire (2014-06), p.173

Cost
1 PP

Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply.(SR5-208) This effect only lasts for (Magic) hours or until the actual damage is healed, whichever comes first. The time necessary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the target for any reason before the process is complete, all benefits are immediately lost and the adept must repeat the process.

Pain Resistance

Core Rulebook, p.311

Cost
.5 PP per Level

Pain resistance allows you to ignore the effects of injury (but not the actual damage). For every level of pain resistance, the wound modifiers on the Condition Monitor move one box farther down the chart, so that with 1 level of this power, you take the −1 penalty after 4 boxes of damage instead of 3. If you have 2 levels of the power, the penalty doesn’t kick in until you have 5 boxes of damage. Pain Resistance works equally on the Physical and Stun Condition Monitors. Pain Resistance also allows you to resist pain from torture, magic, illness, etc. Each level adds +2 dice to any test you make to withstand suffering.

Penetrating Strike

27003 Street Grimoire (2014-06), p.173

Cost
.25 PP per Level (Max 4)

This ability allows an adept to focus and project an unarmed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.

Piercing Senses

26s048 Shadow Spells (2014-09), p.24

Cost
.25 PP per Level

This power grants the adept an increased ability to identify illusions and related effects. The adept gains a +1 dice pool modifier to resist illusion-based effects for each level of this power.

Plague Cloud

27003 Street Grimoire (2014-06), p.173

Activation
Free Action
Cost
.5 PP

This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke.(SR5-173) If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution.(SG-105)

Power Swimming

26s048 Shadow Spells (2014-09), p.24

Cost
1 PP

Adepts with this power are banned from Olympic events, as they swim with the grace and speed of a marine mammal. The adept’s swimming rate is doubled,(SR5-137) and each hit on a Swimming Test gains an additional 2 meters of distance, 4 meters for elves and trolls.

Precision Throwing

27201 Hard Targets (2015), p.191

Cost
.25 PP per Level (Max 3)

Adepts with this power go far beyond the limit of their physical form when it comes to getting their thrown weapons to strike their targets. For the purposes of determining Range only, treat the adept as having 2 additional Strength per level of this power.

Rapid Draw

27003 Street Grimoire (2014-06), p.173

Cost
.5 PP

No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is properly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the adept makes a standard quick draw test,(SR5-165) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this power, a Quick Draw action is considered a Free Action.

For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” position are also considered holstered and can be quickdrawn as such.

Rapid Healing

Core Rulebook, p.311

Cost
.5 PP per Level

You recover from damage more quickly, magically healing yourself over periods of time. Add +1 die per level to your Body for Healing Tests. Also add +1 die per level to any tests made to heal you through magical or mundane means (such as a Heal spell or the First Aid skill), whether the attempt is made by you or another character.

Revenant Adept

27011 Forbidden Arcana (2017), p.40

Prerequisite
Rapid Healing
Cost
5 Karma

An adept with this quality may use the Regeneration power up to four times a year. When activated, the power functions until all injuries are healed. The adept must then wait until the next equinox/solstice event (or thirty days, whichever is longer) before they may use the Regeneration power again.

Riposte

27003 Street Grimoire (2014-06), p.174

Activation
Interrupt Action (−5 from Initiative score)
Cost
.5 PP per Level

Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee combat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yielding Force Martial Arts techniques.(RG-125,141)

Rooting

26s048 Shadow Spells (2014-09), p.24

Activation
Simple Action
Cost
.25 PP per Level

Rooting allows an adept to become a nearly immovable object with a Simple Action. The power provides +1 to the adept’s Physical Limit for Knockdown,(SR5-194) only. It also provides a +1 dice pool modifier to any test resisting being knocked down, levitated, or otherwise being displaced against their will. The adept cannot move while the power is active, and she takes a −3 dice pool penalty to Dodge, Block or Parry tests while the power is active. The power can be canceled with a Free Action.

Skate

27003 Street Grimoire (2014-06), p.174

Cost
1 PP

This power is a minor form of levitation that gives an adept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distances requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a −3 dice pool penalty to her dice pool for the acrobatic or interrupt test.

Smashing Blow

27003 Street Grimoire (2014-06), p.174

Cost
1 PP

Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and magical barriers.

Spell Resistance

Core Rulebook, p.311

Cost
.5 PP per Level

You are inherently resistant to spells. Add +1 die per level to Resistance Tests against spells, spell rituals, alchemical preparations, or Innate Spell critter power (but not other critter powers). Spell Resistance does not interfere with spells that you choose not to resist.

Spirit Claw

27003 Street Grimoire (2014-06), p.174

Activation
Free Action
Cost
.25 PP

Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power appeared as a set of oversized claws, others with this power have learned to form whatever weapon they desire— clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic × ½) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic × ½) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.

Spirit Ram

27003 Street Grimoire (2014-06), p.174

Activation
Simple Action
Cost
.5 PP

Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic × ½) meters, and its DV is (Magic) with AP − (Magic × ½). Spirit Ram moves with the adept and remains active for (Magic × ½) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.

State of Purity

27014 Better Than Bad (2018), p.160

Activation
Complex Action
Cost
1.5 PP
Prerequisite
Essence 6

This power allows the adept to harness the innate power within them. When activated, it permeates every cell in the adept’s body, breaking down the separation between flesh and spirit until the two are one.

Activating State of Purity is a Complex Action. It replaces the normal DV of the adept’s unarmed combat attacks with a DV of (Magic + Strength) (P or S, adept’s choice) and AP −(Magic × 0.5).

State of Purity lasts for (Magic) Combat Rounds until deactivated with a Complex Action, or until the adept becomes dead or unconscious. Once it is deactivated, the adept must resist Drain Value of [(Magic × 0.5) + number of Combat Rounds active]. Elemental or other effects from various sources may stack, but no additional DV may be added.

> “This is something the corporate wageslaves will never understand. There is a purity that comes from knowing who you are and being at peace with it. Approving of yourself, flaws as well as strengths, and accepting them completely, allows a unity of body and spirit that can overcome any obstacle.” A quote from Hapsum-Do Grandmaster “Barghest” Knorr. Agree or not, it’s hard to argue with his results.
> Thorn

Stillness

27003 Street Grimoire (2014-06), p.174

Cost
.25 PP per Level (Max 3)

This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to detect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.

Supernatural Toughness

26s048 Shadow Spells (2014-09), p.24

Cost
1 PP per Level

Each level of this power gives the adept one extra box in their Physical and Stun Condition monitors.

Sustenance

27003 Street Grimoire (2014-06), p.174

Cost
.25 PP

Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fatigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst.(SR5-172)

Temperature Tolerance

27003 Street Grimoire (2014-06), p.175

Cost
.25 PP per Level

This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting damage caused by extreme temperature exposure.(SR5-172) This also can be used against magical effects such as elemental fire or cold.(SR5-170)

Three-Dimensional Memory

Time passed Threshold
24 hours 1
1 week 2
1 month 3
1 year 4
Over a year 5

27003 Street Grimoire (2014-06), p.175

Cost
.5 PP

Three-Dimensional Memory allows an adept to mentally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic × Magic) cubic meters. He can record a number of areas equal to his Magic rating.

To recall what he recorded, the adept requires a Perception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to observe— for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Dimensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and recall everything he mentally recorded; however, he will be unable to interact with anything in the scene.

Toxic Strike

27003 Street Grimoire (2014-06), p.176

Prerequisites
Killing Hands
Activation
Simple Action
Cost
.5 PP

Toxic adepts with this power can channel either pollutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power.(SG-170) Each toxic elemental effect must be purchased as a separate power.

Traceless Walk

Core Rulebook, p.311

Cost
1 PP

You can move over surfaces—even snow, sand, or thin paper—without leaving visible traces. You make no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect you suffer a −4 dice pool penalty. You don’t trip ground-vibration or pressure sensors. You can’t walk across liquid surfaces—you’re magical, not miraculous—but you can walk across deep snow without sinking. While you can be tracked by non-visual cues such as scent, even those Track Tests are more difficult and get a −2 dice pool penalty.

Transmit Damage

26s027 Bullets & Bandages (2014-06), p.22

Prerequisite
Killing Hands
Cost
1 PP per Level

This power allows an adept with Killing Hands to channel any physical damage he has taken into an unarmed attack and transmit it into his target. The attack is resolved using the standard rules for unarmed combat. For each box of unresisted physical damage the adept deals to his opponent, remove one box from his Physical Condition Monitor. The maximum number of boxes that can be transferred in this way is equal to the adept’s level in the power. Stun damage cannot be transmitted.

Ventriloquism

27202 Cutting Aces (2016), p.153

Cost
.25 PP

An adept with this power is able to throw their voice up to (Magic) meters. While you do not appear to be speaking, you can make it appear as though the sound of your voice originates from any point that is in range and within line of sight.

Voice Control

Core Rulebook, p.311

Cost
.5 PP per Level

You get an amazing level of control over the properties of your voice. You can change your voice’s pitch, modulation and tone at will, as well as increase your volume. You can mask your voice and imitate sounds within the normal range of metahuman vocalization (no infrasound or ultrasound) and mimic the voices of others. If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating × 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.

You can also adjust your voice to generate positive social effects, giving you +1 per level to your Social limit.

Wall Running

Core Rulebook, p.311

Activation
Simple Action
Cost
.5 PP per Level

You can run up sheer walls or other vertical surfaces a limited distance. Make a Running + Strength [Magic] Test, with hits indicating the number of meters you may climb up in an action phase. If you want to run up longer distances, you’ll need steps, ledges, or somewhere you can stop and then use this power again. If you want to run across a vertical surface instead of up it, you can do so by combining this power with a Sprint action.(SR5-162) At the end of your movement, you fall off the wall, whether you made it as far as you wanted or not.

Adept Ways

27003 Street Grimoire (2014-06), p.176

Often confused with and thought of as nothing more than magical traditions for adepts, Ways are less a rigid structure system or set of beliefs and more a personal philosophy or code of conduct that physical and mystic adepts adopt or identify with while developing their abilities. The path the adept takes while following a particular Way may differ, but for all adepts there are three basic fundamentals.

Adept Ways are not “Positive Qualities”. While Adept Ways, like Martial Arts, are sometimes referred to like qualities, they are not included in the Positive/Negative Quality point limits and do not cost double after character generation.SRTT

An adept cannot follow two Ways simultaneously. While there are many paths an adept can take while following her Way, doing so requires a certain amount of focus and commitment necessary to gain the bonuses a Way grants. Therefore, only one Way can be followed at a time.

The bonuses granted by Ways to purchase adept powers all follow the same rules. For every 2 points in an adept’s Magic Rating, that adept may reduce the cost of one level of one power from that Way’s list by half. For example, let’s say that a player chooses an adept power that costs 1 PP. If that power is covered by a specific Way and all prerequisites are met, the cost for that power is reduced to .5 PP. Likewise, a .5 PP power costs .25 PP. Adept powers that cost .25 PP cannot be discounted further. This cost reduction cannot be used multiple times if the power has multiple levels: the reduction applies to only one level, but can be used for different aspects of the same power, such as a different Increased Attribute. The adept then can use the saved Power Points to buy a new power or new levels in an existing power at full cost. If an adept follows a Way and increases his Magic Rating through Initiation, he may use this discount every time he adds two points to his Magic Rating.

Players can amend previously created characters and retroactively purchase a Way. This is per the gamemaster’s discretion.(SR5-103)

The Artisan’s Way

27003 Street Grimoire (2014-06), p.176

Cost
20 Karma

In keeping with their affinity for all things technological, adepts of the Artisan’s Way are able to alter the standard Adept Centering metamagic ability,(SR5-325) to grant bonuses for either Active Vehicle skills or Active Technical skills. Bonding a qi focus,(SR5-319) that enhances the adept’s Improved Ability (any Technical and Vehicle skill) power costs two Karma less than normal.

Artisans may choose to use their Way discount bonus on the following skills:

  • Analytics,
  • Enhanced Perception,
  • Heightened Concentration,
  • Improved Ability (any Technical or Vehicle skill),
  • Improved Potential (Mental only),
  • Metabolic Control,
  • Three-Dimensional Memory.

The Artist’s Way

27003 Street Grimoire (2014-06), p.176

Cost
20 Karma

Master creators or entertainers, those who follow the Artist’s Way channel their energies into inspiring people and showing them the beauty of the Sixth World. As such, they’re able to use standard Adept Centering to negate any negative modifiers during a Performance Test for an artistic performance or an Artisan Test for the creation of an artwork. They can also bond a foci that enhances their Improved Ability (Artisan) power for two Karma less than normal.

Artists may choose to use their Way discount bonus on the following skills:

  • Astral Perception,
  • Cool Resolve,
  • Enhanced Perception,
  • Improved Ability (Artisan),
  • Kinesics Mastery,
  • Metabolic Control,
  • Nimble Fingers,
  • Voice Control.

The Athlete’s Way

27003 Street Grimoire (2014-06), p.176

Cost
20 Karma

These adepts focus their energy on only one thing: honing their bodies for maximum performance to become the absolute best at whatever sport, game, or competition they’ve chosen. As such they receive a +1 effective initiate grade while using the Adept Centering technique for any skill from the Athletics skill group.

Athletes may choose from the following skills for their Way discount bonus:

  • Great Leap Light Body,(Errata-4)
  • Improved Ability,
  • Improved Physical Attribute,
  • Improved Potential,
  • Pain Resistance,
  • Skate,
  • Spirit Ram,
  • Rapid Healing,
  • Wall Running.

The Beast’s Way

27003 Street Grimoire (2014-06), p.176

Cost
20 Karma

Adepts who follow this path are under the guidance of an animal mentor spirit, which they refer to as their totem, similar to some shamans. Through the emulation of their totem, these adepts seek to improve themselves, and like followers of the Spiritual Way, they’re considered to be more spiritual than the average adept. As such, they receive all the bonuses and drawbacks associated with their personal totem.

Because of their unique outlook, followers of the Beast’s Way have an above-average rapport with nature and gain a +1 situational bonus to all Animal Handling Tests; however, if the adept’s totem is a predatory one, this bonus does not apply against animals that totem would normally consider prey. When dealing with the same animal as their totem, the adept gains an automatic +4 for any Animal Handling Tests involving them.

Followers of the Beast’s Way may choose from the following skills for their discount bonus:
In addition, Beast’s Way adepts are able to choose one other power for the discount.(Errata-4)

  • Animal Empathy,
  • Astral Perception,
  • Berserk,
  • Combat Sense,
  • Elemental Strike,
  • Enhanced Perception,
  • Killing Hands,
  • Magic Sense,
  • Mystic Armor,
  • Motion Sense,
  • Traceless Walk.

The Burnout’s Way

27003 Street Grimoire (2014-06), p.177

Cost
15 Karma (at Creation; See text for cost of acquiring quality at other times.)

Those who have embraced technology in all the wrong ways or felt the need to take shortcuts to achieve power and performance find themselves on this “Way.” Often they become mere shells of themselves. Most do not start as a Burnout; it’s usually something that happens to them. To start this path after character creation, the adept must have lost or sacrificed at least 2 points from their Magic rating to any kind of augmentation that lowers essence.

If the Burnout previously had a true Way, then they must pay back any discounted powers by rearranging or sacrificing current powers until the values match the adept’s new Magic Rating. They are, however, allowed to keep whatever metamagics they may have previously earned through initiation. To compensate for this loss, Burnouts are considered to be more compatible with augmentations: treat any standard augmentations the adept acquires after burning out as being alphaware grade for purposes of Essence loss, though not for purchase costs. (All other grades function as normal). Note that lost Essence due to new augmentations will reduce Magic as normal.(SR5-54)

As long as the adept still has a Magic Rating, he can still continue to initiate and gain more Magic and adept powers. Once he gains two Magic Rating points after taking the Burnout quality, he loses the quality, though he keeps the benefits gained up until that point (meaning the Essence cost of his augmentations do not change).

The Invisible Way

27003 Street Grimoire (2014-06), p.177

Cost
20 Karma

Master spies, infiltrators, and assassins—all are common followers of the Invisible Way. What more can be said?

Because a follower of this way generally prefers stealth to direct, open combat, bonding a focus that enhances a physical non-combat skill costs two less Karma than normal.

Followers of the Invisible Way may choose from the following skills for their discount bonus:

  • Blind Fighting,
  • Combat Sense,
  • Critical Strike,
  • Enhanced Perception,
  • Great Leap Light Body,(Errata-4)
  • Hands,
  • Motion Sense,
  • Nerve Strike,
  • Skate,
  • Three-Dimensional Memory,
  • Traceless Walk,
  • Wall Running.

The Magician’s Way

27003 Street Grimoire (2014-06), p.178

Cost
20 Karma

One of the most popular Ways for mystic adepts, the Magician’s Way seeks to find balance between physical and magical abilities—or at least find what works best for the adept. Because of the time the adept spends on her sorcery and spellcasting abilities, many feel that she is not truly embracing either aspect. Adepts who practice this Way feel they are simply trying to either make the best of what they have or find the best of both worlds.

Unlike their physical counterparts, mystic adepts following this Way have access to all non-adept metamagic abilities for which they meet the prerequisites. And because they do not specialize as much as other adepts (and do not receive a bonus besides the discount on Power Point cost), followers of this Way are able to choose any power they want for the discount, with the exception of Improved Reflexes.

The Speaker’s Way

27003 Street Grimoire (2014-06), p.178

Cost
20 Karma

Often called social adepts, Speakers are some of the best faces in the biz. Adepts of the Speaker’s Way are highly talented negotiators, fixers, and motivators. They use words the way a samurai uses his sword, talking themselves in and out of situations that would kill others. When it comes to changing people’s minds or getting them to do something, accept no substitutes.

Speakers receive a +1 to their dice pool when using flexible signature and masking metamagical techniques. In addition, the Karma cost for bonding foci that increase their Improved Ability (Social skill) power is two less than normal.

Speakers can apply their Way discount bonuses to the following powers:

  • Analytics,
  • Authoritative Tone,(Errata-4)
  • Cool Resolve,
  • Enhanced Perception,
  • Improved Ability (Social skill),
  • Improved Potential (Mental or Social),
  • Kinesics Mastery,
  • Three-Dimensional Memory,
  • Voice Control.

The Spiritual Way

27003 Street Grimoire (2014-06), p.178

Cost
20 Karma

Those who follow this path are under the guidance of a mentor spirit, similar to shamans. Through the emulation of their mentor spirit, these adepts seek to improve themselves and are considered to be more spiritual than the average adept. As such, they receive all the bonuses and drawbacks associated with their particular mentor spirit.

Because of their more spiritual outlook, adepts of the Spiritual Way have an above-average rapport with spirits, which conveys a +1 situational bonus to all Conjuring Tests. And when dealing with other magicians who follow the same mentor spirit, the adept gains an automatic +2 dice pool bonus for any social tests involving them.

Followers of the Spiritual Way may choose from the following skills for their discount bonus:

  • Astral Perception,
  • Elemental Strike,
  • Elemental Weapon,
  • Enhanced Perception,
  • Killing Hands,
  • Magic Sense,
  • Mystic Armor.
  • In addition, Spiritual Way adepts may choose one power from another Way’s list for the discount.

The Warrior’s Way

27003 Street Grimoire (2014-06), p.178

Cost
20 Karma

The Warrior is the type that most mundanes associate with the word adept. These elite combatants dedicate their lives to forging their bodies into lethal weapons or engines of war. Combat is their calling, and they excel at it, accomplishing through skill and magic what others use augmentations to accomplish.

Bonding a weapon focus costs two less Karma than normal for those following the Warrior’s Way.

Warriors can choose from the following list of powers for their discount:

  • Blind Fighting,
  • Combat Sense,
  • Counterstrike,
  • Critical Strike,
  • Improved Ability,
  • Improved Potential (Physical),
  • Killing Hands,
  • Missile Mastery,
  • Motion Sense,
  • Rapid Draw.