Difference between revisions of "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==== | ||
| Line 79: | Line 363: | ||
}} | }} | ||
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==== | ||
| Line 89: | Line 408: | ||
*'''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
- 1 Adept Healer
- 2 Adrenaline Boost
- 3 Analytics
- 4 Animal Empathy
- 5 Animal Familiar
- 6 Apt Pupil
- 7 Astral Bouncer
- 8 Astral Infiltrator
- 9 Astral Perception
- 10 Attribute Boost
- 11 Barehanded Adept
- 12 Berserk
- 13 Berserker’s Rage
- 14 Blind Fighting
- 15 Chakra Interrupter
- 16 Cloak
- 17 Combat Sense
- 18 Commanding Voice
- 19 Cool Resolve
- 20 Counterstrike
- 21 Critical Strike
- 22 Danger Sense
- 23 Death Dealer
- 24 Elemental Body
- 25 Elemental Strike
- 26 Elemental Weapon
- 27 Empathic Healing
- 28 Enhanced Accuracy
- 29 Enhanced Perception
- 30 Facial Sculpt
- 31 Flexibility
- 32 Freefall
- 33 Hang Time
- 34 Improved Ability
- 35 Improved Physical Attribute
- 36 Improved Potential
- 37 Improved Reflexes
- 38 Improved Sense
- 39 Inertia Strike
- 40 Killing Hands
- 41 Kinesics
- 42 Kinesics Mastery
- 43 Light Body
- 44 Linguistics
- 45 Magic Sense
- 46 Melanin Control
- 47 Metabolic Control
- 48 Missile Mastery
- 49 Missile Parry
- 50 Missile Deflector
- 51 Motion Sense
- 52 Mystic Armor
- 53 Natural Immunity
- 54 Nerve Strike
- 55 Nimble Fingers
- 56 Pacifist Adept
- 57 Pain Relief
- 58 Pain Resistance
- 59 Penetrating Strike
- 60 Plague Cloud
- 61 Rapid Draw
- 62 Rapid Healing
- 63 Revenant Adept
- 64 Riposte
- 65 Skate
- 66 Smashing Blow
- 67 Spell Resistance
- 68 Spirit Claw
- 69 Spirit Hunter
- 70 Spirit Ram
- 71 Sprawl Tamer
- 72 Stillness
- 73 Sustenance
- 74 Temperature Tolerance
- 75 Three-Dimensional Memory
- 76 Toxic Strike
- 77 Traceless Walk
- 78 Voice Control
- 79 Wall Running
- 80 Ways
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
- —