Physical Adept Powers


SOme more powers for a physical adept, since I thought that physical adepts needed to go into more depth with what they can do.
Energy
The amount of energy for powers that a PA can use in a round is equal to the average (round down) of the PA's body, willpower, and magic attribute. So if Bob had a body of 3 and willpower of 6, and a magic rating of 6, he had an energy allowance of 5. Energy, like dice pools, refresh at the begining of each turn. To use energy for a power takes a simple action.

Powers Table
Power Energy Needed Effect
Electrocution (r1) 2 Ex3L damage
Increase Mass 4 +1 Body
Adaptive Colorization 3 +E to enemy TN to hit
Heal 6 Heal E boxes of stun damage
Lock On 3 -E to TN with melee weapons
Cushion 2 -E boxes of damage from falling
Absorb Damage 6 Absorbs damage done to person within 10 meters
Inmobile 6 Allows PA to hold still in space, even in air
Paralyze 4 Paralyzes touched person
Breathe Water 4 Breathe underwater
*E stands for how much energy is used. So if a PA uses electrocution using 6 points then the damage is 9L (6/2=3, 3*3=9).

Power Descriptions
*All powers last for that turn only.
*GMs have the option of having light stun damage for constant use of powers for long periods of time (such as over 10 turns).
Electrocution - Must be touched in order to work. Holding a subject will work, unless the subject breaks loose on their turn.
Increase Mass - Increases the mass in the PA.
Adaptive Colorization - Turns the skin color to color of enviorment. GM can decide if this works if PA has on a lot of clothing.
Heal - Only heals stun damage, not physical.
Lock On - Only works with melee weapons such as swords and clubs. Not fists.
Cushion - Cushions fall damage. GM decides if PA has time to use power before hitting the ground.
Absorb Damage - Can only be used on one person at a time. The power must constantly be in use to work unless he knows an attack is coming that turn.
Inmobile - Stops any movement of PA. PA can still breathe and take damage. Can use some powers that don't need movement. PA does move along with earth. This is so the PA doesn't stay in one place and have the earth move for him.
Paralyze - Paralyzes the target that is being touched. The next turn it must be used again or else target is freed.
Breathe Water - Must be constantly used for long trips underwater.



Back to the home page
Send E-mail to NeoMakBeth@juno.com