Difference between revisions of "Adept power"

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(Created page with "{{toc}} ====Adept Healer==== {{hatnote|''Forbidden Arcana'', p. 31}} {{statblock| ;Cost: 10 Karma ;Minimum Requirements: Empathic Healing adept power }}...")
 
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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.
 
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.
 +
 +
====Adrenaline Boost====
 +
{{hatnote|Core Rulebook, p. 308}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Analytics====
 +
{{hatnote|''Street Grimoire'', p. 169}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Animal Empathy====
 +
{{hatnote|''Street Grimoire'', p. 169}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Animal Familiar====
 
====Animal Familiar====
Line 39: Line 60:
 
}}
 
}}
 
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.
 
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.
 +
 +
====Astral Perception====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Attribute Boost====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Barehanded Adept====
 
====Barehanded Adept====
Line 48: Line 83:
 
}}
 
}}
 
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.
 
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.
 +
 +
====Berserk====
 +
{{hatnote|''Street Grimoire'', p. 169}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Berserker’s Rage====
 +
{{hatnote|''Street Grimoire'', p. 169}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Blind Fighting====
 +
{{hatnote|''Street Grimoire'', p. 169}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Chakra Interrupter====
 
====Chakra Interrupter====
Line 58: Line 114:
 
}}
 
}}
 
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 her 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.
 
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 her 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.
 +
 +
====Cloak====
 +
{{hatnote|''Street Grimoire'', p. 169}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Combat Sense====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Commanding Voice====
 +
{{hatnote|''Street Grimoire'', p. 170}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Cool Resolve====
 +
{{hatnote|''Street Grimoire'', p. 169}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Counterstrike====
 +
{{hatnote|''Street Grimoire'', p. 170}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Critical Strike====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Danger Sense====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Death Dealer====
 
====Death Dealer====
 
{{hatnote|''Forbidden Arcana'', pp. 35–36}}
 
{{hatnote|''Forbidden Arcana'', pp. 35–36}}
 
{{statblock|
 
{{statblock|
;Cost: 15 Karma per Level (Maximum 3)
+
;Cost: 15 Karma per Level (Maximum 3)
 
;Minimum Requirements
 
;Minimum Requirements
 
:[[#Critical Strike|Critical Strike]] adept power
 
:[[#Critical Strike|Critical Strike]] adept power
Line 68: Line 173:
 
}}
 
}}
 
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.
 
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.
 +
 +
====Elemental Body====
 +
{{hatnote|''Street Grimoire'', p. 170}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Elemental Strike====
 +
{{hatnote|''Street Grimoire'', p. 170}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Elemental Weapon====
 +
{{hatnote|''Street Grimoire'', p. 170}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Empathic Healing====
 
====Empathic Healing====
 
{{hatnote|''Street Grimoire'', p. 171}}
 
{{hatnote|''Street Grimoire'', p. 171}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Enhanced Accuracy====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Enhanced Perception====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Facial Sculpt====
 +
{{hatnote|''Street Grimoire'', p. 171}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Flexibility====
 +
{{hatnote|''Street Grimoire'', p. 171}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Freefall====
 +
{{hatnote|''Street Grimoire'', p. 171}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Hang Time====
 +
{{hatnote|''Street Grimoire'', p. 171}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Improved Ability====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Improved Physical Attribute====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Improved Potential====
 +
{{hatnote|Core Rulebook, p. 309}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Improved Reflexes====
 +
{{hatnote|Core Rulebook, p. 310}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Improved Sense====
 +
{{hatnote|Core Rulebook, p. 310}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Inertia Strike====
 +
{{hatnote|''Street Grimoire'', p. 172}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Killing Hands====
 +
{{hatnote|Core Rulebook, p. 310}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Kinesics====
 +
{{hatnote|Core Rulebook, p. 310}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Kinesics Mastery====
 +
{{hatnote|''Street Grimoire'', p. 172}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Light Body====
 +
{{hatnote|Core Rulebook, p. 310}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Linguistics====
 +
{{hatnote|''Street Grimoire'', p. 172}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Magic Sense====
 +
{{hatnote|''Street Grimoire'', p. 172}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Melanin Control====
 +
{{hatnote|''Street Grimoire'', p. 172}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Metabolic Control====
 +
{{hatnote|''Street Grimoire'', p. 172}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Missile Mastery====
 +
{{hatnote|''Street Grimoire'', p. 172}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Missile Parry====
 +
{{hatnote|Core Rulebook, p. 310}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Missile Deflector====
 
====Missile Deflector====
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}}
 
}}
 
Adepts with this quality may use the Counterstrike adept power as an interrupt action to immediately throw an object that they have successfully caught using the Missile Parry power. The adept can target anyone or any area within their normal throwing range.
 
Adepts with this quality may use the Counterstrike adept power as an interrupt action to immediately throw an object that they have successfully caught using the Missile Parry power. The adept can target anyone or any area within their normal throwing range.
 +
 +
====Motion Sense====
 +
{{hatnote|''Street Grimoire'', p. 172}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Mystic Armor====
 +
{{hatnote|Core Rulebook, p. 310}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Natural Immunity====
 +
{{hatnote|Core Rulebook, p. 311}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Nerve Strike====
 +
{{hatnote|''Street Grimoire'', p. 173}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Nimble Fingers====
 +
{{hatnote|''Street Grimoire'', p. 173}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Pacifist Adept====
 
====Pacifist Adept====
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*'''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.
 
*'''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.
 
*'''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.
 
*'''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.
 +
 +
====Pain Relief====
 +
{{hatnote|''Street Grimoire'', p. 173}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Pain Resistance====
 +
{{hatnote|Core Rulebook, p. 311}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Penetrating Strike====
 +
{{hatnote|''Street Grimoire'', p. 173}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Plague Cloud====
 +
{{hatnote|''Street Grimoire'', p. 173}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Rapid Draw====
 +
{{hatnote|''Street Grimoire'', p. 173}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Rapid Healing====
 +
{{hatnote|Core Rulebook, p. 311}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Revenant Adept====
 
====Revenant Adept====
Line 97: Line 458:
 
}}
 
}}
 
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.
 
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====
 +
{{hatnote|''Street Grimoire'', p. 174}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Skate====
 +
{{hatnote|''Street Grimoire'', p. 174}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Smashing Blow====
 +
{{hatnote|''Street Grimoire'', p. 174}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Spell Resistance====
 +
{{hatnote|Core Rulebook, p. 311}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Spirit Claw====
 +
{{hatnote|''Street Grimoire'', p. 174}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Spirit Hunter====
 
====Spirit Hunter====
Line 107: Line 503:
 
}}
 
}}
 
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 uses the Banishing skill to remove a favor that a spirit owes, damages a spirit in astral combat, or damages a spirit with the Killing Hands power, that spirit cannot use any of its powers for two Combat Turns per level of the quality. Characters may purchase another level of this quality at skill rank 8 and skill rank 12. Adepts with the Killing Hands power may receive the higher levels of this quality if they raise their Astral Combat skill to skill rank 6 and then skill rank 8.
 
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 uses the Banishing skill to remove a favor that a spirit owes, damages a spirit in astral combat, or damages a spirit with the Killing Hands power, that spirit cannot use any of its powers for two Combat Turns per level of the quality. Characters may purchase another level of this quality at skill rank 8 and skill rank 12. Adepts with the Killing Hands power may receive the higher levels of this quality if they raise their Astral Combat skill to skill rank 6 and then skill rank 8.
 +
 +
====Spirit Ram====
 +
{{hatnote|''Street Grimoire'', p. 174}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
  
 
====Sprawl Tamer====
 
====Sprawl Tamer====
Line 116: Line 519:
 
The Sprawl Tamer is a magical beast master of the urban jungle. The number of tricks (''Howling Shadows'', p. 184) a critter is capable of learning is increased to twice the critter’s Logic. Domesticated critters (''Howling Shadows'', p. 186) that a
 
The Sprawl Tamer is a magical beast master of the urban jungle. The number of tricks (''Howling Shadows'', p. 184) a critter is capable of learning is increased to twice the critter’s Logic. Domesticated critters (''Howling Shadows'', p. 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.
 
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.
 +
 +
====Stillness====
 +
{{hatnote|''Street Grimoire'', p. 174}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Sustenance====
 +
{{hatnote|''Street Grimoire'', p. 174}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Temperature Tolerance====
 +
{{hatnote|''Street Grimoire'', p. 175}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Three-Dimensional Memory====
 +
{{hatnote|''Street Grimoire'', p. 175}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Toxic Strike====
 +
{{hatnote|''Street Grimoire'', p. 176}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Traceless Walk====
 +
{{hatnote|Core Rulebook, p. 311}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Voice Control====
 +
{{hatnote|Core Rulebook, p. 311}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====Wall Running====
 +
{{hatnote|Core Rulebook, p. 311}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
===Ways===
 +
====The Artisan’s Way====
 +
{{hatnote|''Street Grimoire'', p. 176}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====The Artist’s Way====
 +
{{hatnote|''Street Grimoire'', p. 176}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====The Athlete’s Way====
 +
{{hatnote|''Street Grimoire'', p. 176}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====The Beast’s Way====
 +
{{hatnote|''Street Grimoire'', p. 176}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====The Burnout’s Way====
 +
{{hatnote|''Street Grimoire'', p. 177}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====The Invisible Way====
 +
{{hatnote|''Street Grimoire'', p. 177}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====The Magician’s Way====
 +
{{hatnote|''Street Grimoire'', p. 178}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====The Speaker’s Way====
 +
{{hatnote|''Street Grimoire'', p. 178}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====The Spiritual Way====
 +
{{hatnote|''Street Grimoire'', p. 178}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}
 +
 +
====The Warrior’s Way====
 +
{{hatnote|''Street Grimoire'', p. 178}}
 +
{{statblock|
 +
;Cost:  Karma
 +
;Minimum Requirements: —
 +
}}

Revision as of 01:06, 18 June 2019

Contents

Adept Healer

Forbidden Arcana, p. 31

Cost
10 Karma
Minimum Requirements
Empathic Healing adept power

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.

Adrenaline Boost

Core Rulebook, p. 308

Cost
Karma
Minimum Requirements

Analytics

Street Grimoire, p. 169

Cost
Karma
Minimum Requirements

Animal Empathy

Street Grimoire, p. 169

Cost
Karma
Minimum Requirements

Animal Familiar

Forbidden Arcana, pp. 31–32

Cost
5 Karma
Minimum Requirements
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 (Street Grimoire, p. 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.

Apt Pupil

Forbidden Arcana, pp. 31–32

Cost
5 Karma
Minimum Requirements
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.

Astral Bouncer

Forbidden Arcana, p. 32

Cost
10 Karma
Minimum Requirements
Assensing skill 4 (with Aura Reading specialization)

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

Forbidden Arcana, pp. 32–33

Cost
15 Karma
Minimum Requirements
Astral Combat 5 (with Astral Barriers specialization), Initiate Grade 1

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.

Astral Perception

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Attribute Boost

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Barehanded Adept

Forbidden Arcana, p. 33

Type
[Buddhism]
Cost
10 Karma
Minimum Requirements
Must be an Adept and have 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.

Berserk

Street Grimoire, p. 169

Cost
Karma
Minimum Requirements

Berserker’s Rage

Street Grimoire, p. 169

Cost
Karma
Minimum Requirements

Blind Fighting

Street Grimoire, p. 169

Cost
Karma
Minimum Requirements

Chakra Interrupter

Forbidden Arcana, p. 33

Cost
10 Karma
Minimum Requirements
Nerve Strike adept power and Assensing 4 (with Aura Reading specialization)
OR Unarmed Combat 6 (with Martial Art specialization), Dim Mak Technique, and Assensing 4 (with Aura Reading specialization)

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 her 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.

Cloak

Street Grimoire, p. 169

Cost
Karma
Minimum Requirements

Combat Sense

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Commanding Voice

Street Grimoire, p. 170

Cost
Karma
Minimum Requirements

Cool Resolve

Street Grimoire, p. 169

Cost
Karma
Minimum Requirements

Counterstrike

Street Grimoire, p. 170

Cost
Karma
Minimum Requirements

Critical Strike

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Danger Sense

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Death Dealer

Forbidden Arcana, pp. 35–36

Cost
15 Karma per Level (Maximum 3)
Minimum Requirements
Critical Strike adept power
OR Spellcasting 4 (with Combat Spells specialization)

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.

Elemental Body

Street Grimoire, p. 170

Cost
Karma
Minimum Requirements

Elemental Strike

Street Grimoire, p. 170

Cost
Karma
Minimum Requirements

Elemental Weapon

Street Grimoire, p. 170

Cost
Karma
Minimum Requirements

Empathic Healing

Street Grimoire, p. 171

Cost
Karma
Minimum Requirements

Enhanced Accuracy

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Enhanced Perception

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Facial Sculpt

Street Grimoire, p. 171

Cost
Karma
Minimum Requirements

Flexibility

Street Grimoire, p. 171

Cost
Karma
Minimum Requirements

Freefall

Street Grimoire, p. 171

Cost
Karma
Minimum Requirements

Hang Time

Street Grimoire, p. 171

Cost
Karma
Minimum Requirements

Improved Ability

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Improved Physical Attribute

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Improved Potential

Core Rulebook, p. 309

Cost
Karma
Minimum Requirements

Improved Reflexes

Core Rulebook, p. 310

Cost
Karma
Minimum Requirements

Improved Sense

Core Rulebook, p. 310

Cost
Karma
Minimum Requirements

Inertia Strike

Street Grimoire, p. 172

Cost
Karma
Minimum Requirements

Killing Hands

Core Rulebook, p. 310

Cost
Karma
Minimum Requirements

Kinesics

Core Rulebook, p. 310

Cost
Karma
Minimum Requirements

Kinesics Mastery

Street Grimoire, p. 172

Cost
Karma
Minimum Requirements

Light Body

Core Rulebook, p. 310

Cost
Karma
Minimum Requirements

Linguistics

Street Grimoire, p. 172

Cost
Karma
Minimum Requirements

Magic Sense

Street Grimoire, p. 172

Cost
Karma
Minimum Requirements

Melanin Control

Street Grimoire, p. 172

Cost
Karma
Minimum Requirements

Metabolic Control

Street Grimoire, p. 172

Cost
Karma
Minimum Requirements

Missile Mastery

Street Grimoire, p. 172

Cost
Karma
Minimum Requirements

Missile Parry

Core Rulebook, p. 310

Cost
Karma
Minimum Requirements

Missile Deflector

Forbidden Arcana, p. 38

Cost
10 Karma
Minimum Requirements
Missile Parry (1) and Counterstrike adept powers

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

Motion Sense

Street Grimoire, p. 172

Cost
Karma
Minimum Requirements

Mystic Armor

Core Rulebook, p. 310

Cost
Karma
Minimum Requirements

Natural Immunity

Core Rulebook, p. 311

Cost
Karma
Minimum Requirements

Nerve Strike

Street Grimoire, p. 173

Cost
Karma
Minimum Requirements

Nimble Fingers

Street Grimoire, p. 173

Cost
Karma
Minimum Requirements

Pacifist Adept

Forbidden Arcana, p. 39

Cost
5 Karma
Minimum Requirements
Pacifist quality (10/15 Karma), Cool Resolve adept power, Notoriety less than 2

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.

  • 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.
  • 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.

Pain Relief

Street Grimoire, p. 173

Cost
Karma
Minimum Requirements

Pain Resistance

Core Rulebook, p. 311

Cost
Karma
Minimum Requirements

Penetrating Strike

Street Grimoire, p. 173

Cost
Karma
Minimum Requirements

Plague Cloud

Street Grimoire, p. 173

Cost
Karma
Minimum Requirements

Rapid Draw

Street Grimoire, p. 173

Cost
Karma
Minimum Requirements

Rapid Healing

Core Rulebook, p. 311

Cost
Karma
Minimum Requirements

Revenant Adept

Forbidden Arcana, p. 40

Cost
5 Karma
Minimum Requirements
Rapid Healing adept power

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

Street Grimoire, p. 174

Cost
Karma
Minimum Requirements

Skate

Street Grimoire, p. 174

Cost
Karma
Minimum Requirements

Smashing Blow

Street Grimoire, p. 174

Cost
Karma
Minimum Requirements

Spell Resistance

Core Rulebook, p. 311

Cost
Karma
Minimum Requirements

Spirit Claw

Street Grimoire, p. 174

Cost
Karma
Minimum Requirements

Spirit Hunter

Forbidden Arcana, pp. 40–41

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

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 uses the Banishing skill to remove a favor that a spirit owes, damages a spirit in astral combat, or damages a spirit with the Killing Hands power, that spirit cannot use any of its powers for two Combat Turns per level of the quality. Characters may purchase another level of this quality at skill rank 8 and skill rank 12. Adepts with the Killing Hands power may receive the higher levels of this quality if they raise their Astral Combat skill to skill rank 6 and then skill rank 8.

Spirit Ram

Street Grimoire, p. 174

Cost
Karma
Minimum Requirements

Sprawl Tamer

Forbidden Arcana, pp. 41–42

Cost
10 Karma
Minimum Requirements
Animal Handling 6

The Sprawl Tamer is a magical beast master of the urban jungle. The number of tricks (Howling Shadows, p. 184) a critter is capable of learning is increased to twice the critter’s Logic. Domesticated critters (Howling Shadows, p. 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.

Stillness

Street Grimoire, p. 174

Cost
Karma
Minimum Requirements

Sustenance

Street Grimoire, p. 174

Cost
Karma
Minimum Requirements

Temperature Tolerance

Street Grimoire, p. 175

Cost
Karma
Minimum Requirements

Three-Dimensional Memory

Street Grimoire, p. 175

Cost
Karma
Minimum Requirements

Toxic Strike

Street Grimoire, p. 176

Cost
Karma
Minimum Requirements

Traceless Walk

Core Rulebook, p. 311

Cost
Karma
Minimum Requirements

Voice Control

Core Rulebook, p. 311

Cost
Karma
Minimum Requirements

Wall Running

Core Rulebook, p. 311

Cost
Karma
Minimum Requirements

Ways

The Artisan’s Way

Street Grimoire, p. 176

Cost
Karma
Minimum Requirements

The Artist’s Way

Street Grimoire, p. 176

Cost
Karma
Minimum Requirements

The Athlete’s Way

Street Grimoire, p. 176

Cost
Karma
Minimum Requirements

The Beast’s Way

Street Grimoire, p. 176

Cost
Karma
Minimum Requirements

The Burnout’s Way

Street Grimoire, p. 177

Cost
Karma
Minimum Requirements

The Invisible Way

Street Grimoire, p. 177

Cost
Karma
Minimum Requirements

The Magician’s Way

Street Grimoire, p. 178

Cost
Karma
Minimum Requirements

The Speaker’s Way

Street Grimoire, p. 178

Cost
Karma
Minimum Requirements

The Spiritual Way

Street Grimoire, p. 178

Cost
Karma
Minimum Requirements

The Warrior’s Way

Street Grimoire, p. 178

Cost
Karma
Minimum Requirements