From: | "Jason Carter, Nightstalker" <CARTER@***.EDU> |
---|---|
Subject: | New Physical Adept Powers |
Date: | Tue, 22 Dec 92 22:26:18 CET |
"The Powerhouse(0 Grade Initiate (at last) and rising)"
Attribute Boost
Cost: 0.5 Level
The adept with attribute boost power can call upon his inner self, enabling
him to perform amazing physical feats far beyond those of which he is normally
capable. The attribute boost power can be purchased for any of the Physical
Attributes: Strength, Body, or Quickness. It cannot be purchased for a Mental
Attribute, nor for Reaction, and must be purchased individually and seperately
for each of the three Physical Attributes.
The level purchased is the number of Rating Points by which the attribute is
boosted. To gain the boost, the physical adept must make a Success Test,
rolling a number of dice equal to his current Magic Rating against a target
number equal to the current value of the Attribute being boosted. If he rolls
no successes, the Attribute remains at the current level. If the character
achieves any successes, the Attribute is boosted by the full number of Rating
Points. The boost last only for a number of Combat Turns equal to the number
of successes generated in the Magic Test.
When the boost runs out, the physical adept must make Drain Test, of sorts, to
determine if he was weakened by the boost. The Drain target number is equal to
one-half (round down) the boosted Attribute value. The Drain Level is based on
the level of the boosted Attribute Rating compared to the character's Racial
Maximum for that Attribute per the Attribute Boost Drain Table.
Attribute Boost Drain Table
Boosted Attribute Rating Drain Level
<= 1/2 Racial Maximum L
Up to Racial Maximum M
Up to 1.5x Racial Maximum S
Beyond 1.5x Racial Maximum D
As with regular Drain Resistance Test, to offset the Drain the character must
make a Willpower Test against the Drain target number. Every 2 successes
generated reduces the Drain Level by one level. Drain damage is taken as Stun
Damage.
The attribute boost power is not compatible with any form of cybernetic or
boiware enchancements, nor spell-based increases. Is is compatible with the
physical adept ability Improved Physical Attributes (see p.125, SRII)
>>>>>[ After reading this half page description, any Phy. Adept with any
shred
of Intelligence with quickly figure out Improved Physical Attributes to be the
better buy. ]<<<<<
-- Nightstalker <15:33:14/12-22-53>
>>>>>[ That's true unless he wants to have an ungodly score. Think of a
Troll
with this ability on a already high body or an Elf with high Quickness.
]<<<<<
-- Brutus <15:42:21/12-22-53>
Body Control
Cost: 0.5 Level
The physical adept using the body control power has such control over this or
her own body that he or she can resist the effects of gases, drugs, and poisons.
Each level of the body control power purchased gives the character one
additional die to use in the Damage Resistance Test against such toxins.
>>>>>[ Unlesss you have an outrageous Body score, Improved Physical
Attributes
is a better use of your Magic. ]<<<<<
-- Nightstalker <15:43:42/12-22-53>
>>>>>[ My decker friend is right about that. ]<<<<<
-- Raven the Mage <15:57:52/12-22-53>
Enhanced Centering
Cost: 2 per Skill Category
This ability allows the initiate phycial adept to apply his or her Centering
Skill to a non-physical skill. The area to which the adept my apply the
Centering Skill must be purchased individually. Non-Physical skills that
benefit from Enhanced Centering are: Build/Repair, Combat, Knowledge, Language,
Magical, Social, Technical, and Vehicle. Enhanced Centering can also apply to
Special Skills, but at a cost of 1 per Special Skill. Even with this power,
physical adepts may still only use magical skills for mundane effects; they may
not cast spells.
>>>>>[ Now you can have Zen Archery or Zen Martial Arts. Hell now there's
Zen and the Art of Motorcyle Maintanence!!!!! ]<<<<<
-- Nightstalker <15:51:02/12-22-53>
>>>>>[ And people wonder how I keep my porta-cam so stable.
]<<<<<
-- Awakened Reporter <18:43:59/12-22-53>
Missile Parry
Cost: 1
With this ability, the physical adept can pluck slow-moving missile weapons
such as arrows, thrown knives, or shuriken out of the air. To perform this
feat, the character must roll a number of dice equal to his Reaction Attribute
(plus Combat Pool dice, if the player so chooses) against a target number equal
to 10 minus the ranged-determined base target number for the incoming attack.
For example, to catch an arrow shot at long range, that adept has a Target
number 2 (10-8). If the attack were made at short range, his Target number
would be 6 (10-4).
To successfully grap the missile weapon out of the air, the character must
generate more successes in his Reaction Test than the attacker generated in the
Attack Test. Ties fo to the attacker. Use of this ability requires a Free
Action.
>>>>>[ Too bad it doen't work on bullets. ]<<<<<
-- Nightstalker <15:59:49/12-22-53>
>>>>>[ That requires a more advanced technique. ]<<<<<
-- The Last Dragon <16:36:36/12-22-53>
Mystic Armor
Cost: 1 per point
The adept is able to magically toughen his own skin and resist the effects
of impact damage. Note also that Mystic Armor is cumulative with worn impact
armor. An adept character may add points of mysitic armor power up to a
maximum equal to his or her current Magic Rating.
>>>>>[ So that's how they walk on broken glass and burning coals.
]<<<<<
-- Nightstalker <16:03:58/12-22-53>
Suspended State
Cost: 1 point
The suspended state ability works in a similar manner to the magic spell of
hibernate. It allows the physical adept to place himself into a meditative
state that slows the body's metabolism and therefore lowers it requirements for
food, water, air, and rate of bleeding. To determine the effectiveness of the
suspeneded state, roll a number of dice equal to the character's Willpower,
adding any meditative Special Skill dice available, against a Target Number of
4, applying any applicable injury modifiers. Consult the description of the
hibernate spell (p. 157, SRII) and use any successes generated as indicated.
>>>>>[ I guess this is the second best thing to have pain-killers with you
when
your really hurting. ]<<<<<
-- Nightstalker <16:09:57/12-22-53>
There it is chummer, right off of page 34 of Grimoire 2053. All witty comments
(and the not so witty one's) supplied by yours truely.
See Ya in Shadows,
Jason J Carter