Singing skill augments Adept Mimicry. An Adept receives a +1 modifier for every two levels of Singing skill.
As soon as a success test is made, a controlled animal can be prevented from
attacking, sounding an alarm, etc. After this, the physad may use a Complex
Action to give an order to a controlled animal. Orders must be something the
animal can understand and accomplish - orders that run contrary to an
animal's instinctual or normal behavior require a new Opposed Success Test,
with a +2 modifier in the animal's favor.
Skill in Animal Training or Animal Husbandry may apply a modifier to control
attempts, at the Gamemaster's option.
Using this power, a Physical Adept can deflect knives, shurikens, and even
arrows, although he can't deflect bullets (bullets travel too fast to be
appreciably affected by this power).
This ability only works for the adept - he or she cannot extend the Cloak
around others. In astral space the Cloak can be attacked like a Mana Barrier.
If the Cloak falls, it is rebuilt at a rate of one point/six hours. Unless
the player states otherwise, the Cloak is always considered to be "up".
EXAMPLE: Hideki Samoshita, physad assassin, is part of a four-member
Yakuza hit team on an assignment. The target, a mage, casts a Detect Enemies
5 spell and rolls 7, 5, 4, 2 and 1. She would normally have three successes
against the Yaks, who are not invisible and clearly intend to harm her.
Samoshita's Astral Cloak, however, is equal to a Mana Barrier 4, and thus
pushes the mage's Target Number up to 8. None of the mage's rolls were that
high, so Hideki is not detected by the spell. The target relaxes, believing
all three enemies have been identified - giving Samoshita the opening he
needs.
EXAMPLE TWO: Three days after the assassination, a Dog shaman detective
questions Samoshita about the murder. He casts Analyze Truth at Force 4.
Using his Magic Pool and Totem advantages, the detective rolls 12 dice.
Samoshita's Willpower is 5, and his 4 Cloaking points raise Dogboy's Target
Number to 9. Hideki rolls to resist and scores three successes, one more than
the shaman manages to score. The spell is unable to disprove the assassin's
claim of innocence. The puzzled detective walks away, not seeing a slight
smile play across Samoshita's lips.
An Adept in dormancy recovers more quickly from Stun damage. She rolls a
Body or Willpower test as usual, but doubles the number of successes.
Similarly, by focusing concentration for an extended period, a Physical Adept
in dormancy can enhance healing, removing one box of Physical damage per day
in addition to that removed by any other forms of magical or medical healing.
Because dormancy reduces the "downtime" required between activities, many
shadowrunning Adepts prefer it to normal sleep. It is not a replacement,
however - after 48 hours, the Adept loses one Magic point per day until
normal sleep habits are resumed (after which one point will be regained each
day).
Inducing dormancy takes two consecutive Complex Actions, during which the
Adept can do nothing else. Any action taken forces the Adept to restart the
process. Outside distractions can be resisted by Willpower. The target
number depends on the distraction. Being jostled in the trunk of a moving car
might rate a Willpower (4) test; getting shot might push the Target Number to
9 or higher.
The dormant state can be sustained indefinitely, but the physad has only
minimal awareness (+3 to all Perception tests). The Adept can voluntarily
return to awareness; this requires two Complex Actions. The Adept may use
Willpower to resist being brought back involuntarily; the Target Number
varies based on the method of distraction used.
EXAMPLE: Karl Louis, troll sprinter, has spent 3 Magic Points to boost his
Quickness to 7, another 2.5 points to increase his running multiplier to
4, and his last .5 on two extra dice in Athletics (Running). The go-ganger
who snatched Karl's girlfriend is shocked to see a troll keeping pace with
him on foot. Karl has one chance to stop the motorcycle before it accelerates
beyond his enhanced ability - but it is one more chance than he ever would
have had.
EXAMPLE TWO: The go-ganger ducks into a garage, sliding the door down and
bolting it. Karl sees this, puts his head down and charges the Barrier 3
cheap metal door. Using his Karma Pool to achieve the maximum number of
Running successes, Karl rams his 200 kilos into the door at a speed of
(7+6)*4, or 52 meters per Combat Turn. There is a shrieking explosion of
metal and flesh, a jagged hole is ripped in the door, and Karl enters,
bleeding and angry. The ganger's jaw drops in amazement.
Although people affected by this power cannot consciously remember the
Physical Adept's appearance, the image remains in their subconscious, and
can be detected by mind-probing magic, including the Mesmerize power
(see below).
The only problem with this power is that the Physical Adept must decide
before he enters the trance how long the trance is to last. Once this
decision is made, the Physical Adept will not wake from the trance until
this time has passed, regardless of any outside stimuli. It is possible for a
Physical Adept to remain in the trance too long and wake up in pieces in the
mortuary, having just had an autopsy performed on him.
The most useful (and perhaps most dangerous) skill an Adept can possess, Luck
directly increases the Adept's Karma Pool by one point per 2.5 Magic points
spent. This is good for any situation where the Karma Pool can be used, but
Luck points are not permanently exhausted by buying successes (for this
reason, Luck points should be recorded separately from the earned Karma
Pool). Luck points can never be contributed to Team Karma, nor may they be
used as "good" Karma. In other words, an Adept with this ability cannot use
Luck to increase Attributes or Skills, bond magic items, become an Initiate,
or do anything else that requires actual Karma points.
NOTE: Luck can unbalance a campaign, and should be introduced with caution.
If a Physical Adept mesmerizes someone, he can command that being to do
anything, including killing itself and attacking its comrades. However, the
Physical Adept must maintain eye contact with his victim at all times or his
control is broken.
This power can also be used to interrogate someone. The victim will obey the
order to answer. Because of the magical nature of the compulsion to talk,
the person being interrogated will remember even things he has consciously
forgotten or only knows subconsciously.
Guilbeaux and the Renraku team determined that some of these cases actually
involved Physical Adepts, despide their limited access to the astral plane.
Typical is Guilbeaux's case history of "Hector", who exhibited both Spell
Defense and Astral Perception as a child, but could neither conjure nor
cast spells despite years of teaching in both magical traditions. This and
other examples show that certain adepts can focus their will as Spell
Defense. The negamage adept has a Spell Defense Magic Pool equal to either
her Willpower or her skill level in Sorcery or Spellcasting (whichever is
higher).
NOTE: The Astral Perception and Negamage abilities may work together, i.e.
physads who have both abilities gain an additional two dice to Spell Defense
attempts, but only if they are astrally perceiving when the spell is cast.
(I would not include this power in my campaign. It is far
too high-powered for my taste, at least.)
Sonic Screams fully affect individuals within a radius of the Adept's
Willpower in meters (the Power of the attack decreases by one per additional
meter), and adds +2 to all target modifiers penalties. Any solid barrier
between Adept and listener reduces the damage by one or more categories,
while any form of hearing protection - security helmet, cyberears with
hearing dampers, etc. - reduces the attack's Power by the Impact Armor or
damper rating (earplugs or headphones reduce the Power rating by four).
Resonant frequencies can break small objects (champagne glasses, test tubes,
camera lenses), but are next to useless against any glass with a Barrier
rating (add triple the Barrier rating to the Target Number). Crystals used
in such things as optical chips and cyberware are vulnerable if lying around
loose - when mounted normally in equipment they have partial or total
insulation (raising the Target Number by two or more).
As with Adept Mimicry, Sonic Scream is augmented by the Singing skill.
Skilled singers gain +1 to attack power and -1 on resonant frequency target
numbers for every three levels of Singing.
Animal Control (Cost: 2)
The Oxford group reported that certain Physical
Adepts have a heightened empathy with animals. A physad with this power may
attempt to put his or her Charisma against the animal's Willpower in an
Opposed Test. Only animals with an Intelligence (not Perception) of 3 or
less are affected by Animal Control (excelpt for insects and other
invertebrates, whose minds cannot be grasped by an Adept). Any creature
derived from human or metahuman stock is immune (use Hypnotic
Influence, below).
Arrow Cutting (Cost: 2)
The Physical Adept with this skill can consciously affect the speed of
missiles approaching him, slowing them down to such an extent that he can
easily knock them aside with his hands or weapons (Armed or Unarmed Combat
Task of 4). If the Physical Adept is feeling especially cocky he can catch
the missile in midflight (Unarmed Combat Task of 6).
Astral Cloak (Cost: 0.5 per level)
This ability partially shields a physad against Detection spells. The Cloak
acts as a passive Mana Barrier, adding the number of points purchased to the
Target Number of of any hypersense or general detection spell targeted
against the adept (gamemaster's discretion). If the Cloak rating negates
(reduces to zero) the successes of a hypersense spell (Clairvoyance or
Clairaudience), the adept is invisible/inaudible to the spell (otherwise the
spell works normally).
Enhanced Healing (Cost: 1)
By mixing innate magical power with meditative and
"biofeedback" techniques dating back to the "New Age" movement of the 20th
century, the physad can augment the natural healing process. The Enhanced
Healing Ability induces a slow-acting regeneration similar in some ways to
the power noted in victims of the Human-Metahuman Vampire Virus (HMHVV).
Because this ability involves entering a state of dormancy, it is some times
confused with the Suspended State ability from Grimoire II.
Enhanced Movement (Cost: See table)
A normal human or metahuman can run a number of meters
equal to Quickness x3 (x2 for dwarfs and trolls) in one Combat Phase. A
physad with Enhanced Movement can run faster and maintain that high speed for
a number of Turns equal to the adept's Magic Attribute. Bonuses gained from a
Running skill test are added to Quickness as usual. Collisions are covered
under the Blast against Barrier and Break Trhough rules. Power is computed
as in SRII, p. 109. On the chart, the number after the slash is the
multiplier for dwarfs and trolls.
MP Spent
Increase in Running Multiple 1 4 / 3 2.5 5 / 4 5 6 / 5 Face Anonymous (Cost: 0.5)
This power mystically clouds the memory of anyone who
views the Physical Adept's face. Upon later recollection, the viewer will be
unable to remember what the Physical Adept looked like.
Hypnotic Influence (Cost: 2)
Hypnotic Influence allows a Physical Adept to
mesmerize others, much like the Influence power of certain paranormal
animals. With a voluntary subject the Adept can access deep memories, plant
minor posthypnotic suggestions, release inhibitions while in the trance
state, etc. The actual effects are up to the gamemaster. Unwilling victims
require an Opposed Test matching the Adept's Charisma against the target's
Willpower. The number of net successes in the Adept's favor indicates how
effective (or ineffective) the hypnosis is.
Little Death (Cost: 0.5)
This power allows the Physical Adept to enter a
trance. In this dormant state, the Adept's metabolic rate decreases to such
an extent that even modern medicine cannot detect that he is still alive.
Luck (Cost: 2.5 points per level)
Unlike other abilities covered here, a so-called
"luck" ability continues to defy scientific analysis. However, anecdotal
evidence suggests that some folks are just plain lucky. In fact, noted
shadow journalist Domingo Higuera devoted his 2051 prize-winning simsense
documentary, Born Lucky: The "Teela Brown" Factor in Shadowrunning, to
the exploits of a runner for whom things always fell into place.
Mesmerize (Cost: 0.5)
This power allows a Physical Adept to impose his will
on anybody with whom he can make eye contact. This is done as an Opposed
Success test. Both the Physical Adept and the intended victim roll a number
of dice equal to their respective Willpower stats. Each combatant's Target
Number is the opponent's Willpower, and the one who scores the most successes
wins.
"Negamage" (Cost: 2)
Magicians can protect against magical attacks, and
extent that protection to others, by "shunting" incoming magical energy back
to the astral plane from whence it came. Over the years there have been
documented cases of untrained mages unconsciously using Spell Defense in
times of stress. Such individuals were ignorantly called "negamages" in
popular books like Peter Isaac's Reality of Magic.
Pathogen Control (Cost: 0.5 per level)
The Physical Adept using this ability has exceptional
resistance to bacterial and viral infections. Each level purchased adds an
extra die to any roll to resist damage from diseases (including VITAS and
HMHVV). Dwarf Adepts add this to their natural resistance to disease.
Restore Life (Cost: 1)
This is a self-imposed healing trance. While in this
trance a Physical Adept heals one box on the Wound Condition Chart for every
10 minutes in the trance. (Thus, every half hour he heals one wound
category.) If attacked while in the healing trance, the Physical Adept
requires a full round to regain consciousness and may make no actions until
that round is over.
Sonic Scream (Cost: See table)
With a Sonic Scream, a physad can shatter glass and
crystals with resonant frequencies or affect multiple enemies with a blast of
focused sound waves. The scream can be heard as great distances (several
kilometers from a hilltop in open terrain, for example).
MP Spent
Stun Damage
Resonant Frequency 1
(Willpower/2)L
8 2
(Willpower)L
6 4
(Willpower)M
5 8
(Willpower)S
4
Taken from the pages of Jens-Arthur Leirbakk |