Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: What ? <MCM@***.BRIGHTON.AC.UK>
Subject: Adapted Adepts 2
Date: Fri, 30 Jul 1993 18:06:00 BST
Hoi Rob, could you replace this one with the old list, it has the comments from
other added.



SUBMISSION : Physical Adepts
DESIGNER : Mark Mohan
E-MAIL : MCM@****
DESCRIPTION: Phys Ad powers

Righty ho, here's some more ideas for those lovely Adepts out there.

Heat/Cold Endurance (.25/per die)

When the adept is face with a temp. challenge he overcomes his physical
feeling/reactions by mental fortitude.

The character rolls versus a Target Number (TN) of what the ref feels
appropreite. A good guide to the numbers is the success table in SR book ie.
2 being slight nippy, whereas 12+ is your sitting in an ice block etc.
2 being a hot day, 12+ they are cooking you in an oven.
Each success give the adept 5 minutes of activity or 15 mins of sitting around.
being totally Inactive.

Deep Breathing (.25)

The Adept has practiced breathing exercises and can use his lungs to a greater
extent. Each .25 of a magic point spent gives him an extra 30 seconds of
holding his breath

Jump (.25)

The adept uses his entire body to propel himself forward/upward.
For every .25 he spent in jumping he gets and extra upward lift of 25cm and
an extra 50cm forward.

This would be added the (meta)human average distance after an atlectics test.
Two good reasons why the Olympic's Games became such a farce.

Alertness (.5/per die)

The adept has trained all his senses to noticed the unnoticed, see the unseeable
and smell the unsmellable

The adept no longer relies on just one set of his sense and thus become more
aware of his surroundings.

The adept adds the Alertness dice to his perception Rolls.
The following ideas were the one which some didn't like, so I've
left them in and put in other suggestion as well.
Pick which rules suits your game and have fun !
Thanks to
Nightstalker - Jason Cater
Rat - Richard Pieri
Shattering Blow (.5/per die)

The adept summons all of his focus in to the dramatic move which can destroy
the hardest stone!

The adept makes and Unresisted test with number of dice in SB vs the Barrier
Rating of the object of his attack.

One or more successes brakes the object (5+ successes would be incredible
impressive and flash)
0 successes - nothing happens - bit of a sore limb.
Roll of Ones - Oh dear.The limb is broken.Do not pass GO, go directly to The Doc

Ps It doesn't have to be a blow, it can be a crushing movement and you can use
your head to do the blow !

If used against living things. The combat attack - treat as Aimed Blow.
If the attack suceeds then area broken. The recipient of the blow can't move
the limb, 'cos it hurts.
(Ref Note - You could say the character with the broken limb can not use the
limb at all no shootiong wielding a sword what etc)

You Need Killings Hands At
Moderate to break hands & feet +2 all Tn's -1 Reaction
Serious to break Limbs & Ribs +3 All Tn's -2 Reaction
Deadly to break necks/crush skulls etc. Yer Elvis

Nerve Strike

After careful study of the Human Anatomy, (or lots of beating up people) the
adept has perceived certain nerve clusters in the body. He has toughen his
fingers to pentrait these zones. Today's Martial Artist has adapted with
the Street Environment and as such knows the strenght's and weaknesses of
modern protection, but can still strike home his blows !

Three level of pain can be inflicked :
Light +1 Moderate +2 Serious +3
The "damage" is put on the Mental Track and is remove as normal.

These blows can pentrait up to 4 points worth of Impact Armour.

Light (.5) Moderate (1) Serious (1.5)

Used :
Unarmed attack-same as kiling hands although it doesn't cause physical damage
and will only do the damage level it is bought at this. These blows pentrait
most armour types up to 4 points of impact armour.
Note : people with this skill can develop body protection which will lower
the Stun inflicked by one Level.


Steel Fingers (.5/per die) Armour Penetration -RAT

The adept has practised thrusting his finger in to soil and sand to obtain
the discipine and can penetrate through most forms of body armour, why
even plate mail is said to be useless against the Master of Steel Fingers.

Each .5 spent negates 1 point of impact armour.

Power Blow (.5 per +1 power) - Nightstalker

This ability allow the adept to focus his power (chi) in to any blow !

Can be used with any hand to hand attack (hand or weapon). Each .5 adds
+1 to the power (Str) of the attack.

Breaking Blow (.5/per die) - Nightstalker

This ability allow the adept to break and destroy barriers with his
bare hands. For each level add one to the power of the attack and reduce one
from the Barrier Rating. This can be used in conjuction with Power Blow,
but can only attack objects with Barrier Ratings (this includes vehicles).


You could give them Martial Arts names like "White Crane's Flowing Beak" for
Nerve Strike or just "Head Butt, chummer" for shattering blow.

Comments, suggestions and grenades in the post greatfully excepted.



These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.