gesammelt aus Shadowrun-Quellenbüchern sowie Net-Books von Dirk Wilbertz
geändert von Stefanie Pulla, 3rd Edition Update von Thorben Wöhler
unter Mithilfe von Jens Eggert und Dirk Wilbertz
Einige Kräfte ( ° ) wurden für die Benutzung innerhalb der AG abgeändert.
| Animal Control * White Wolf #38 |
2.0 | An Adept with this Power may attempt to control animals other than insects (or other invertebrates) with an Intelligence (not Perception) of 3 or less. To do so the Adept pitches his Charisma against the animals Willpower in an Opposed Test. If successful, the animal can be prevented from attacking, sounding an alarm, etc. By spending a Complex Action the Adept may issue simple commands to the controlled animal. Orders that run contrary to the animals instincts or normal behaviour require a new Opposed Test at +2. Animal Handling or a similar skill may be used complementary to the control attempts. |
| Astral Perception * Shadowrun 3rd Ed. |
2.0 | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Attribute Boost * Shadowrun 3rd Ed. |
.25 per level | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Blind Fighting * Magic in the Shadows |
.5 | See Magic in the Shadows for detailed information on this Power. |
| Body Control * Shadowrun 3rd Ed. |
.25 per level | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Charismatic Aura ° * Calvinoi MindFlyer |
1.0 per level | An Adept with this Power uses his magic to assist the body in the production of natural pheromones and to astrally influence victims. The Adept must concentrate for a few seconds to activate the Charismatic Aura. Each level then adds +1 to the Adepts Charisma and to all Social Skill Ratings for the duration of the effect. Upon completing concentration the Adept rolls (level)d6 and adds the result of all dice together. The resulting number is the time in minutes that the Charismatic Aura stays in effect. After this time the Adept may not attempt this Power again for at least (level)x2 minutes. This Power influences anyone who the Adept comes into personal contact with. This contact can be by any of the five senses. Charismatic Aura does not work over trideo or similar technological devices. |
| Combat Sense ° * Shadowrun 3rd Ed. |
1.0 (level 1) | Combat Pool +2 1/4 Combat Pool usable on Surprise Tests |
| 2.0 (level 2) | Combat Pool +4 1/2 Combat Pool usable on Surprise Tests |
|
| 3.0 (level 3) | Combat Pool +6 Full Combat Pool usable on Surprise Tests |
|
| Counterstrike * Magic in the Shadows |
.5 per level | See Magic in the Shadows for detailed information on this Power. |
| Deep Breathing * N.E.R.P.S. Shadowlore |
.25 per level | The Adept can hold his breath for an additional 30 seconds per level of this Power. |
| Delay Damage * Magic in the Shadows |
1.0 (obvious) or 2.0 (silent) |
See Magic in the Shadows for detailed information on this Power. |
| Distance Strike * Magic in the Shadows |
2.0 | See Magic in the Shadows for detailed information on this Power. |
| Empathic Sense * Magic in the Shadows |
.5 | See Magic in the Shadows for detailed information on this Power. |
| Enhanced Movement ° * White Wolf #38 |
1.0 (level 1) | Running Multiplier +1 |
| 2.0 (level 2) | Running Multiplier +2 | |
| 4.0 (level 3) | Running Multiplier +3 | |
| Enhanced Perception * Shadowrun 3rd Ed. |
.5 per level | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Fast Aim ° * Gurth (was Aimed Shot) |
.5 per level | Each level of this Power reduces the penalty for Called Shots with Throwing Weapons and Projectile Weapons by one. |
| Flexibility * Magic in the Shadows |
.5 (level 1) or 1.0 (level 2) |
See Magic in the Shadows for detailed information on this Power. |
| Freefall * Magic in the Shadows |
.25 per level | See Magic in the Shadows for detailed information on this Power. |
| Great Leap * Magic in the Shadows |
.25 per level | See Magic in the Shadows for detailed information on this Power. |
| Hypnotic Influence ° * White Wolf #38 |
2.0 | This Power allows the Adept to mesmerize people like the Influence Power of certain critters. To do so the Adept pitches his Magic Rating against the targets Willpower in an Opposed Test. This takes a few seconds and the Adept needs constant eye contact during the attempt. It might be necessary to prevent the target from simply moving away by tricking it into a conversation or any other appropriate way. The use of this Power itself is not noticable unless the target resists completely (Adept has 0 net successes). If this happens, the target notices the Adepts attempt. The Adept can access memories, plant minor posthypnotic suggestions, release inhibitions while in the trance state, etc. The number of net successes by the Adept determines the level of effect at the GMs discretion. |
| Improved Ability * Shadowrun 3rd Ed. |
.25 per level | Athletics, Diving, Stealth |
| .5 per level | Edged Weapons, Clubs, Pole Arms, Cyber-Implant Weapons, Unarmed Combat, Throwing Weapons, Projectile Weapons, Underwater Combat, Pistols, SMGs, Rifles, Assault Rifles, Shotguns, Heavy Weapons, Grenade Launchers, Whips, Gunnery, Launch Weapons | |
| Improved Physical Attribute * Shadowrun 3rd Ed. |
.5 per level | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Improved Reflexes * Shadowrun 3rd Ed. |
2.0 (level 1) | Reaction +2 Initiative +1d6 |
| 3.0 (level 2) | Reaction +4 Initiative +2d6 |
|
| 5.0 (level 3) | Reaction +6 Initiative +3d6 |
|
| Improved Senses * Shadowrun 3rd Ed. |
.25 per improvement | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Iron Will * Magic in the Shadows |
.5 per level | See Magic in the Shadows for detailed information on this Power. |
| Killing Hands ° * Shadowrun 3rd Ed. |
An attack with this Power may cause physical or stun damage at the Adepts discretion. | |
| .5 (level 1) | Damage Level L | |
| 1.0 (level 2) | Damage Level M | |
| 2.0 (level 3) | Damage Level S | |
| 4.0 (level 4) | Damage Level D | |
| Magic Resistance * Shadowrun 3rd Ed. |
1.0 per level | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Magic Sense * Magic in the Shadows |
0.5 | See Magic in the Shadows for detailed information on this Power. |
| Missile Mastery ° * Magic in the Shadows |
0.5 | See Magic in the Shadows for detailed information on this Power. |
| Missile Parry * Shadowrun 3rd Ed. |
1.0 | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Mystic Armor * Shadowrun 3rd Ed. |
.5 per level | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Nerve Strike * Magic in the Shadows |
1.0 | See Magic in the Shadows for detailed information on this Power. |
| Pain Resistance * Shadowrun 3rd Ed. |
.5 per level | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Quick Draw * Magic in the Shadows |
0.5 | See Magic in the Shadows for detailed information on this Power. |
| Quick Strike * Magic in the Shadows |
3.0 | See Magic in the Shadows for detailed information on this Power. |
| Rapid Healing ° * Shadowrun 3rd Ed. |
.25 per level | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Restore Life ° * White Wolf #38 |
1.0 | This Power allows the Adept to heal physical wounds at a extremely fast rate. The Adept enters a trance while using this Power. Roll the Adepts Magic Rating against a target of 2+(Wound Modifier). The target is increased by half the Adepts Bio Index (round up) as usual. During this trance the Adept heals 1 box of physical damage per success, within 10 minutes per box of damage. It takes one full combat turn to wake up from the trance. The use of Restore Life prohibits further magical or mundane healing of the same wound. |
| Rooting * Magic in the Shadows |
.25 per level | See Magic in the Shadows for detailed information on this Power. |
| Sixth Sense * Magic in the Shadows |
.25 per level | See Magic in the Shadows for detailed information on this Power. |
| Smashing Blow * Magic in the Shadows |
1.0 | See Magic in the Shadows for detailed information on this Power. |
| Sound Mimicry * White Wolf #38 (was Mimicry) |
1.0 | This Power allows an Adept to produce sound effects and imitate people and animals in the manner of a Sasquatch. This Power can also fool voice scanners. To identify the sound as a fake make an Opposed Test, using the Adepts Magic Rating against the Intelligence or Device Rating of the target. An animal hearing imitated sounds of its own species gets a -2 target Modifier. The Adepts familiarity with the sound or voice being imitated can also modify the target number. Singing Skill may be used complementary to the Opposed Test. |
| Spell Shroud * Magic in the Shadows |
.25 per level | See Magic in the Shadows for detailed information on this Power. |
| Suspended State ° * Shadowrun 3rd Ed. |
0.5 | See Shadowrun 3rd Ed. for detailed information on this Power. |
| Temperature Tolerance * Magic in the Shadows |
.25 per level | See Magic in the Shadows for detailed information on this Power. |
| Toughness * Gurth |
.5 per level | Each level of this Power adds one die to the Adepts Body or Willpower when resisting stun damage of any kind. |
| Traceless Walk * Magic in the Shadows |
.5 | See Magic in the Shadows for detailed information on this Power. |
| True Sight * Magic in the Shadows |
.25 per level | See Magic in the Shadows for detailed information on this Power. |
| Web of Concealment ° * White Wolf #38 |
This Power helps the Adept to hide from people or technic. To activate this Power the Adept rolls his Magic Rating against a target of 4.
The number of successes indicates how long the Power will stay in effect (in minutes). The Adept may end the effect voluntarily at any time.
After this, the Power (any level) may not be activated again for at least the same timespan, that it was in effect before. The Adept does not need to activate the Power on the highest level, but there may only be one single level of this Power in effect at any time. |
|
| .5 (level 1) | The base target for Perception or Sensor Tests is raised to 6 against normal vision (including low-light or UV). | |
| 1.0 (level 2) | The base target for Perception or Sensor Tests is raised to 8 against normal vision (including low-light or UV) and raised to 6 against thermographic vision. | |
| 2.0 (level 3) | The Adept may become completely invisible. Unless a perceiver scores more successes in a Perception or Sensor Test against a target number equal to the Adepts Magic Rating
than the Adept rolled during the activation of this power, that perceiver suffers the Blind Fire modifier for attacks against the Adept. Upon activation the Adept must resist a Drain of 4M using his Willpower. While invisible the Adept suffers a +2 Modifier to all tests. |