NEW PHYSADS POWERS

These new powers for physical adepts are adaptations from the powers used by enlightened martial artists in the Deadlands rpg (from the Great Maze box, to be exact). They have some cooler names than the powers from Shadowrun too (pain resistance, how poetic...).

Abundance of pecking birds

Cost: 1/level, max 4 levels

This power enables a physical adept to throw multiple projectiles at multiple targets. The number of projectiles and therefore targets that can be shot at are equal to the level of the power +1. An ambidextrous adept can't shoot with it's two hands that way (so if he has Abundance of pecking birds at level 3, he can't shoot 6 projectiles). An adept with missile mastery receives only +1 for each additional targets beyond the first, instead of the traditional +2. Note that all projectiles are thrown simulteneaously, so the modifiers for multiple targets aply to all shots at once.

Cobra Strike

Cost: 1

The physical adept have learned to wait until the right time comes to strike with a powerful blow. The physical adept cannot do anything else than walk when he uses this power (he can't counterattack on hand to hand or melee combat but still makes the normal test. If the physad wins he is simply not hit but doesn't counter attack) until he strikes. When he does strike he receives a -1 target modfier to hit (the target number cannot drop below 2) and get a +1 modifier on the power level of its hand-to-hand attack for each action he has been using Cobra Strike without hitting (a maximum of three actions may be used in this way before hitting). The physad cannot use melee weapons with this power.

Gimmick weapon

Cost: 1

The physad can use almost anything as a melee weapon be it an umbrella, a suitcase, etc. Even your own hair can do if its long enough! Adepts make attacks with these with the Armed Combat skill. The base damage level is (1/2 adepts strenght, rounded down)L resisted by impact armor. Blunt objects inflict Stun damage while edged objects inflicts Physical domage.

Many arms of the spider

Cost: 1

The adept can land a succession of incredibly quick punches but is slower to start again to hit after that feat. He can punch/kick/use melee weapons a number of time equal to the remaining actions the physads has in the current turn but then must 'rest' until the next round. Simply put: the physad can use all its actions in around for hand-to-hand combat (armed and unarmed) in one single action, but doesn't have any left afterward.

Merciful Sparrow

Cost: 1.5

This power enables the adept to take some object in its environment and throw it between an incoming projectile (including bullets) and a target (the target can be anybody within throwing range of the adept, including himself). The physad uses the Throwing skill as following: make a Throwing(12-base target number for attacker (depnds on range)), if the roll if succesfull a single bullet is deviated. If a large object id used, multiple bullets form a burst or full-auto shot may be deviated; one bullet is deviated for each success the adept had. To use this power the physical adept must have a delayed action and be able to see the attacker.

Mind of Quicksilver

Cost: 2

The adept with this power is a trained watcher, able to imitate the capabilities of other physical adept. To use this power, the adept must use one of its action observing its opponent (he can't attack that action if in combat), he then must roll an Intelligence(4 + power cost, rounded up) test. Each success means the character can use the observed power for one round. These rounds aren't cumulative, it's not possible to use this power multiple times in a row to increase its lenght of use. It is possible, though, to use it again once the lenght of the power as come to an end or to make the power stay longer (for example, if a power can be used for three rounds you can try after the three rounds to use it again, or anytime in the three rounds to change the number of rounds remaining (say there's one round remaining, you use this power and get two successes. You can now use this power for two rounds instead of one)).

Monkey Goes to the Mountain

Cost: .5/level

For each level of this power, the movement rate of the physad is upped by 5 meters per action. When using this power, the adept looks like he's almost flying, jumping softly for objects to objects. These objects need not to normally support the adepts weight. The adept can use any type of items in this manner: trash cans, branches, lampposts, etc. After this movement, the adept must make an Athletics(distance 'ran'/5, round down) test to land on its feet. If the test succeeds, the adept safely landed on its feet, else he crashes to the ground mid-course taking (distance the adept wanted to 'run'/5, round down)M Stun damage.

Step Back to Ward Off Monkey

Cost: .5/level, max level 4

When the adept uses this power, he moves in such a way that confuses the eye making him more difficult to hit. While doing doing this he can't do anything but move, but the difficulty to hit him is increased by his level in this power.

Wind Blows Over the Earth

Cost: 1

In unarmed combat, the adept with this power can throw her victim a number of meters equal to her strenght instead of hitting it. The attack is resolved as normal, but the power level of the damage is divided by two (this attack isn't intended to hurt, just to throw somebody very far away).

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