-A-

Animal Control (Type)* Power Cost ............. 0.5
Description
     This power allows the adept to control a single animal at a time.  The Adept rolls their Magic Attribute to determine the effectiveness of this power, with skills in Animal Handling and / or Psychology also being available as Complimentary skills when using this power.  For the animal to be controlled it must first be within Touch Range after that, adept must remain within line of sight of the animal afterwards for this power to remain in usage.

-B-

Binding* Power Cost .............. 0.5 (Self) / 1.0 (Others)
Description
     This power allows the Adept to either adhere themselves or someone else to some surface which is present in the area that the Adept/target are currently touching in some form or fashion.  To roll the effectiveness of the Binding, roll the Adept's Magic Attribute with a target number equal to the Object Resistance Rating of the type of material being Binded to (this is a resisted test when used on an unwilling target).

-C-

Clouded Minds (or By Race) Power Cost .............. 0.5 / level
Description
     This a mana-based version of the Concealment power that only conceals the Adept from living beings and spirits when in use.  For every level of this power, increase -ALL- target numbers to try and perceive the Adept when this power is in use (this also applies to anyone in the astral trying to see the Adept also).  Should the Adept gain access into Astral Space, this power will function, but only against other beings either in the Astral or capable of astral perception.  This power does not function against Detection spells and technological devices.

     The more restricted version of this power works only against a specific race, like Trolls, Elves, Canines, Felines (which does mean all of the cats, big and small), etc etc.  When applied to spirits, the Adept must choose the individual types of spirits (City, Forest, Fire Elementals, etc).  The power cost for this version is 0.25 / level.

Concealment*

Power Cost .............. 1.0
Description
     With this power the Adept makes it more difficult for anyone and anything to perceive the presence of the Adept when this power is in use.  For every level purchased, increase all target numbers for -ALL- tests when attempting to perceive / aquire the Adept.  This power also works against beings that are are also in the astral too.

     This power can also be limited to effect either livings beings or technological devices, however, the cost is not reduced in half for these limitations.  To see these limited version of Concealment, see either Clouded Minds, Domain Cloak and/or Techno-Shroud.

-D-

Decryption

Prerequisite .............. Radio Sense
Power Cost .............. 0.75 / level
Description
     This allows the Adept to attempt to crack the encryption of any radio signal they happen to tap into.  The Adept rolls a Perception test with an additional number of dice equal to the level of Decryption they have purchased.  If the Adept also has the skill of Cryptography, then they can also use that skill as a Complimentary skill.
     The Adept must achieve a number of successes equal to half the rating of the Encryption before they understand the transmission.  At GM discretion however, should the Adept not get all of the successes needed, the GM may give the Adept only partial information as to the content of the transmission.

Depth Enhancement
Depth Multiplier Power Cost

x 1
x 5
x 10

0.25
1.0
2.0

Prerequisite .................. Waterbreathing (Salt or Freshwater)
Description
     This power allows the Adept to increase the diving depth that they can attain underwater beyond the 80 meter limitation the base Waterbreathing power gives.  The distance at which an Adept can enhance the depth they can go to is equal to the following formula :

Depth Enhancement = Body x Magic Attribute x Depth Multiplier

Domain Cloak (By Domain)(By Specific Domain)

Power Cost .............. 0.75 / level
Description
     This is a limited version of the Concealment power which works only when in certain Domain types (Man, Land,  Skies, Waters).  This works against everything living (this includes Spirits) and non-living while the Adept is within the Domain they have chosen where their Concealment power works in.

-E-

Elemental Strike

Power Cost .............. 3.0 (self) / Cost for Killing Hands Damage Level
Description
     This enables the Adept to attach an Elemental Effect onto either themselves or their Killing Hands power they happen to have.   This power does not in any increase the power or level of the attack unless the opponent happens to have either a Vulnerability or Allergy to the Elemental Effect in question.

Electronic Counter-Countermeasures / Electronic Counter-Deception

Prerequisite .............. Radar Sense
Power Cost .............. 0.5 / Level
Description
     This power reduces the modifiers for usage of Radar Sense when there are active Electronic Countermeasures (ECM) that are affecting the Adept.  The reduction of modifiers in this case equals the number of levels purchased for this power.
     This power is also useful against Electronic Deception also, and requires the Adept to purchase it separately from any ECCM levels they may purchase.

Empathy*

Prerequisite ............... Empathic Sense
Power Cost .............. 1.0
Description
     This power allows an Adept to not only to be able to feel the emotional state of the people and other living beings around themselves, but also to be able to project their own emotions.  This power enables the Adept to send in addition to being able to receive.  To use this power, the Adept rolls their Magic Attribute with a target number equal to the Willpower of the opponent, and the Adept needs to achieve a threshold of at least half the opponent's Willpower for the Empathy to work in some fashion (simple sendings do not require a skill roll, only things like implanting suggestions, like, "You might want to do this.). The adept can also use the skill of Psychology as a Complimentary skill if they also have it.

     To be able to actually influence or compel someone to do something requires that the Adept also purchase the power of Influence and/or Compulsion.

     This power may change with the release of MITS and the situation surrounding Physical Mages, as this may allow for Physical Psionicists.

Encryption
Prerequisite .............. Radio
Power Cost .............. 0.5
Description
     With this power, the Adept can encrypt any communications they send from themselves with a rating equal to the number of levels that this power is purchased at.

Enhanced Breathing
Level Power Cost Breath Duration Bonus Stamina Test Modifier

1
2
3

0.25
0.5
0.75

+45 seconds
+90 seconds
+135 seconds

-1
-1
-2

Description
     This power is based on the Extended Volume bioware.  For game purposes, a person can hold their breath for 45 seconds.

Enhanced Movement*

Power Cost .............. 1.0 / level
Description
     This power increases the running multiplier of the Adept when enacted, and does it in the following manner.  When the Adpet first activates this power, nothing happens, on each turn (3 seconds) after that, their running multiplier is increased by one each turn until the Adept's running multiplier has been inceased by their levels in Enhanced Movement.

-F-

There are currently no developed abilities in this section.

-G-

There are currently no developed abilities in this section.

-H-

Hypnotic Song*

Power Cost ..............  1.0
Description
     This power allows the Adept to hold enthralled a single target for the duration of the Adept's use of this power.  The Adept does not necessarily have to use song as the basis for the enthrallment, as this can be applied to almost any other type of physical action that the gm will allow.  Therefore, the Adept must specify a skill with which this power is linked to for purposes of determining the physical action (singing is considered a physical action for these purposes, Public Speaking is also allowable).
     To use this power, the Adept rolls a number of dice equal to their Magic Attribute, with the skill being able to be used as a Complimentary skill, against a target number equal to the opponent's Willpower, and the threshold for success is the Willpower of the target in successes.  When using this skill also, any action which might break the enthrallment (dodging, engaging someone in melee combat, very loud and close explosions, etc).

-I-

Influence*

Prerequisite .............. Empathic Sense -OR- Hypnotic Song
Power Cost .............. 2.0
Description
    This power functions in the following way.  The adept rolls a number of dice equal to their Magic Attribute (appropriate Complimentary skill is also allowed) with a target number equal to their opponent's Willpower, and a threshold equal to half the Willpower of the opponent.
     When successful, the Adept is able to implant a single simple suggestion with but a single success.  For every success that the Adept gets beyond the threshold, the suggestion can be that much more complex.  Use the rules for Perception as an example.

-J-

There are currently no developed abilities in this section.

-K-

There are currently no developed abilities in this section.

-L-

There are currently no developed abilities in this section.

-M-

Magic Sense*

Power Cost .............. 1.0
Description
     This power when enacted gives the Adept a form of Sensors which exists to detect astrally active beings and objects.  The Adept rolls their Perception to detect any astrally active being or object that is within their Magic Attribute in meters radius.  A success means that the Adept is aware of the being or object.  Aura Masking and other astral / magical barriers increase the target number for the Perception test.  A note, this power is -NOT- giving the Adept astral perception, as it only forms the adept of the location of the astrally active being within their radius of awareness.

Mental Enhancement

Power Cost .............. 0.75 / level
Description
     This power is similar to the bioware called Mnemonic Enhancement.  For every level of this power, the Adept gets to roll an additional die for any memory test.  At the same time, for every two levels of this power, the Adept gains an additional die to any learning when trying to raise any of the skill areas of Language and Knowledge skills.

Mimicry*

Power Cost .............. 0.5 / level
Description
     This power allows an Adept to mimic any sound(s) which they  have heard (memory tests are allowable to recall sounds, but this is limited to any sounds which the Adept has heard since the initial purchasing of this power).  The Adept rolls a number of dice equal to their Intelligence + Levels of Mimicry.  For a target number use the Language Target numbers as the basis, with sounds that are very complex (like sentences) having higher target numbers to Mimic (it is always easier to scream than it is to speak).

Mist Form *
Prerequisite ............... Binding
Power Cost .............. 2.5
Description
     This power gives the Adept the ability to turn themselves into a mist, just like certain other creatures can (like some Vampires).
  • When the Adept enacts this power, the Adept can only carry with them into the Mist Form an amount of material in kilograms equal to their Magic Attribute.
  • The Adept can only stay in Mist Form for a number of minutes equal to their Magic Attribute.  If the Adept exceeds that time frame then they need to make a Willpower test(6) to maintain the power; in addition when the Mist form power is ceased, the Adept is also going to suffer drain for having gone beyond their allotted time limit.  As a note, the drain the Adept must resist is always going to be of the Physical type and never of the Mental type.
  • Time Spent in Mist Form

    Drain (Physical Damage)
    Up to Twice Magic Attribute
    Twice to Three times Magic Attribute
    Three to Four times Magic Attribute
    More than four times Magic Attribute

    (Attribute / 2) L
    (Attribute / 2) M
    (Attribute / 2) S
    (Attribute / 2) D

  • To get past air filters and the like, the Adept makes a resisted test pitting their Magic Attribute with a target number equal to the rating of the filter, and the filter rolls with a target number equal to a 4.  It only takes a single success to slip past the filter, and if the Adept loses, that means the filter is holding them back.  Any further tries on the same filter are made with a +2 modifier to each attempt after the first.  A roll of Ones results in the Adept can never ever try to pass through that same filter ever again.

-N-

There are currently no developed abilities in this section.

-O-

There are currently no developed abilities in this section.

-P-

Passive Sonar Sense

Power Cost .............. 1.0
Description
     This power allows the Adept to be able to understand and identify sound underwater just like a Sonar and use it navigate while underwater.  To use this power the Adept rolls a Perception test (Underwater Noises skill can act as a Complimentary skill) with a target number equal to the signature of the underwater vehicle or critter.
     The effective Flux Rating of this power is equal to the Adept's Magic Attribute, and the Adept can increase the range of their Sonar by making a Centering test with a target number of 4, with the number of net successes being the number of extra Flux points the adept gains for range determination.

Pheromones
Level

Bonus

Scent Tracking Modifier Power Cost

1
2

+1 Charisma / Social Skill Dice
+2 Charisma / Social Skill Dice

-1
-2

1.5
3.0

Description
     This power is similar to the bioware of Tailored Pheromones, with one exception, this works equally well against all members of the opposite sex from all metahuman races.

Platelet Factory

Power Cost .............. 2.0
Description
     This power functions in the same manner as the Platelet Factory bioware.  Whenever the Adept takes any physical damage that causes a Moderate or higher level wound, reduce the number of boxes of damage by one box.
     At the same time, the Adept also gains the disadvantage of having to take an anticoagulant to keep their own blood circulatory system from killing themselves (the cost for the anticoagulant is 25 nuyen in pill form, 20 nuyen for an injected one).  For every day that the Adept goes without the anticoagulant, the Adept rolls Body with a target number of a 3, with each day beyond the first adding an additional +1 to the target number for this test.  A single success is all it takes to keep from going to an automatic D physical and mental wounds state from the resulting brain aneurysm.

Psychokinesis *

Prerequisite ............... Distance Strike (Self)
Power Cost .............. 3.0
Description
     With this power, the Adept gains the ability of Magic Fingers with which they can now directly manipulate objects and people using this power.  The Strength and Quickness of this power equals that of the Adept's own Quickness and Strength, and as a result of such, the Adept suffers no drain for the usage of this power.
     The range of effectiveness of the Adept's Psychokinesis is effectively line of sight, -BUT-, for every distance beyond their Magic Attribute in meters away from themselves that they utilize this power (beyond the Adept's own radius around themselves) the Adept suffers an additional +1 modifier to all target numbers.  The use of standard optic enhancements reduce the modifier for according to the following chart :

Type of Enhancement

Level of Reduction
Imaging Scopes
Vehicular Imaging Sensors
Other types

Level
Level
(Magnification / 50)

Please note, the above types of enhancement are still limited in the effectiveness based upon the range at which they enhance the Adept's ability to see.  If an object or person is beyond the effective range of the enhancement, then the enhancement does -NOT- help at all.
     Just as with Magic Fingers, the Adept does suffer the +2 to all target numbers when using any skill with this power.  However, to negate this modifier, the Adept can purchase this power with only that skill in mind at a 2.0 Power Point cost.

-Q-

There are currently no developed abilities in this section.

-R-

Radar Sense

Power Cost .............. 1.0 / Level
Description
     This power basically converts the Adept into a living pulsed array radar.   The Adept's effective level of sensors equals the level of the Radar Sense that they have developed for themselves (centering can assist this power), and the level of this power also determines the number of dice that they roll.
     The effective range of this power is equal to the Magic Attibute of the Adept multiplied by the levels of Radar Sense the Adept has purchased.  This power does not function in the astral.
     ECM and ED do work against this power as would normally happen with vehicular sensors, they raise target numbers as normal.
     The Adept has for all intents and purposes a flux rating equal to their Magic Attribute for the determinance of their signal strength, even though it has nothing to do with the effective range of the power.

Radio Sense
Power Cost .............. 0.5
Description
     This power allows the Adept to receive radio signals as if they were a radio receiver.  For the adept to "tune" into a channel that they want to listen into the Adept needs to make a Perception test to "tune in."  Target numbers are as follows :

Signal Type

Target Number
Standard Radio Station
Shielded Communications

4
Tech Rating

Listening in is no problem for the Adept, however, should a signal be encrypted then the Adept will not be able to understand the communication.  This problem can be removed by the purchasing of levels of Decryption.  The power ECCM will also help the Adept should ECM be in active use and they are within it's area of effect.

Radio Broadcasting

Power Cost .............. 0.5 / Level
Description
     This power allows an Adept to send radio transmission(s), but not to be able to receive them (to be able to do this, the Adept also needs the power of Radio Sense).  The Adept's effective range of communication equals the number of level of this power times their Magic Attribute in meters radius.  To determine the level of success of this power, the Adept rolls their Willpower with a base target number of a 4.  Anything which can jam this signal (ECM and too many other radio transmitters) also increases the target number.  In the case of ECM, increase the target number as normal.  In the case of too many radio transmissions, treat the situation as if the receiving end has either Partial or Total Cover to determine the modifier to this power.
   A note, this signal that the Adept is sending out is also a naked transmission, should the Adept want some form of Encryption, then the Adept must also purchase the power of the same name.

Resistance (By Disease, Elemental Attack Type, Pathogen, or Toxin) *

Power Cost .............. 0.5
Description
     This power gives the Adept added resistance against the type of attack they have chosen this power helps them resist.  Add a number of dice equal to the level of this power to any Damage Resistance tests the Adept needs to make.

-S-

Symbiotes
Level Power Cost % of Normal Healing Time Food/Beverage Intake

1
2
3

0.5
1.0
2.0

90%
70%
50%

+50%
+75%
+100%

Description
     This power acts the same as the bioware of the same name.

-T-

Techno-Shroud

Power Cost .............. 0.5 / level
Description
     This form of the Concealment power only works against technological devices of all types.

Telepathic Sense *

Power Cost .............. 1.0
Description
     This power is a variation on the Empathic Sense power but applies only to the active thoughts of individuals.  The range of this power is the Adept's Magic Attribute in meters radius.

Telepathic Projection

Prerequisite .............. Telepathic Sense
Power Cost .............. 1.0
Description
     This power allows the Adept to send their thoughts to someone else or to an entire group of people in general.  The range of this power varies, for sending a message to a single person, the Adept has a range limitation of line of sight.  When sending a message to an entire group of individuals, the Adept still has line of sight as a distance limitation, but for determining the number of people receiving the message use the Adept's Magic Attribute to determine the number of area of effect of the sending, with anyone within the area receiving the message.
     The target number for this message is the Intelligence of the target (a 3 on average for groups of people).  The Adept also needs a number of successes equal to half the Intelligence of the group or person to be able to send the communication, otherwise the sending comes out garbled.  The Adept rolls a number of dice equal to their Magic Attribute with complimentary skill use being allowed depending on the type of message being sent (subject to GM discretion).

-U-

There are currently no developed abilities in this section.

-V-

There are currently no developed abilities in this section.

-W-

Waterbreathing (Sea or Freshwater)

Power Cost .............. 0.5
Description
     This allows the Adept to breathe either  in Fresh water or in Sea Water, to be able to do both requires that the Adept purchase both types.  The Adept is able to use this power normally at depths up to 80 meters without the use SCUBA or LBA gear.  An Adept can enhance the depth they can dive to by purchasing additional levels of a power called Depth Enhancement.

Whirlwind (the Rage)

-X-

There are currently no developed abilities in this section.

-Y-

There are currently no developed abilities in this section.

-Z-

There are currently no developed abilities in this section.