Enhancements for the Physical Adept
After much consideration, I decided to abandon any cutesy format for this page.
As far as I can tell, all these ideas are mine and
as original as an idea can be in this day and age.

Enhanced Healing
By internalizing aspects of the physical adepts magic, she is capable of healing at a greater rate than normal. Though the rates possible do not compare with those of most paranatural creatures, its side effects are virtually non-existent.
Level 1.5 Magic 90% Normal
Level 2 1 Magic70% Normal
Level 32 Magic50% Normal
Obviously the modified rate only applies to physical injuries. There is no "unnatural" increase in appetite with this power.

Thermal Cloak
For a limited duration, the PhysAd is virtually indistinguishable form the background temperatures. The character performs a Stealth or Bio-feedback Test agianst a T# determined by the GM based on the environment. Success means that the character is "invisible" on hte thermographic spectrum until such time as the GM determines the enviroment would require additional testing.
.5 Magic

Chitin
An "abnormal" channeling of magical energies that results in the manifestation of chitin around the PhysAd's body. THis hardening and densification of the body does result in added armor cover, but rarely improves one's lifestyle.
.25 Magic / Level
Each Level provides 1 point of impact armour. Each 3 levels provides 1 point of Ballistic armor. For every number of levels equal to the PhysAd's natural body, he loses 1 point of initiative. Life sucks chummer. Social penalties are up to the GM, but I would not advise having this one in Chicago!

Claws
Simular to how Chitin develops, this is a highly localized version. It results in the PhysAd's finger and toenails becoming very hard and sharp. Damage is (Str/2)L and the nails have a Body equal to the PhysAds Magic Rating for the purposes of possibly breaking.
1 Magic
This power is particularly common among Shamanic PhysAds.

Enhance Respiration
More or less a PhysAd Power derived from the Extended Volume Bioware from ShadowTech. Works just like it.
Level Hold
Breath
Athletics
Modifier
Magic
Points
1+45 Sec-1.5
2+90 Sec-1.75
3+135 Sec-21

Sensory Enhancements - .25 Per Enhancement

Infrared Vision
IR Vision is only of use if you have a decent source of IR light available. The ambient amounts during "normal" conditions is insufficent to be of use. But when there is an IR light in use, you can see perfectly, though in a distored form of Black & White. I discovered this one night at a friends house when the Grey Scale Video camera he had started picking up the IR flash form the remote. THe illumination we got was good enough to see his face in the dark throught the camera.
So in game terms, if the adept with this Sensory Enhancement has an IR lamp, NO vison penalties, save those involving colors. In addition, she can also see the focal points of IR lights, like sensors, targeting lasers and the IR rangefinder component of some smartlink systems.

Enhanced Balance
In many ways, a magical inner ear. It provides a -2 to T# involving balance, be it walking a tightrope, dealing with freefall or coping with a car spinning wildly out of control. Obviously its the GM's deiscretion as to when id does or doesnt apply.

Distance Sense
A magical rangefinder, duh! Not digitally accurate, but what the hey, cnat have everything can we.



Taken from the pages of Jens-Arthur Leirbakk