ANALYTICSCOST: 0.5 PP PER LEVEL
Adepts with this power can easily analyze, detect, rec- ognize, and solve ciphers, patterns, or puzzles. This allows them to recognize clues or evidence during an investigation. For every level purchased, Analytics grants a +1 modifier to any test that involves pattern recognition, evidence analysis, observation, puzzle solving, or logic-based problems. It does not add dice to Technological Skill tests except for identification purposes. For example, Analytics doesn’t help with repairing a firearm, but it will help the adept recognize a knock-off.)
Analytics is not an immediate or instant solution to every problem. Rather, it’s meant to help the adept detect clues and glean information that could be over- looked (gamemaster’s discretion).
ANIMAL EMPATHYCOST: 0.25 PP PER LEVEL
This power gives the adept a greater affinity for all non-sentient animals, both normal and paranormal. For every level purchased, the adept gains +1 die to all Animal Handling tests. This power can also be used to intimidate or frighten animals.
BERSERKCOST: 1 PP
ACTIVATION: SIMPLE ACTION
The adept can voluntarily enter a frenzied mental state to increase his physical abilities. While in this state, the adept gains a +1 to all Physical attributes but suffers a temporary loss of –1 to all Mental attributes (minimum of 1; this power cannot be used by adepts with any Mental attributes starting at 1). Note: this also affects the adept’s Physical and Mental limits. Once activated, the adept remains in this state for (Magic x 2) Combat Turns or until any enemy targets are down. Adepts can attempt to leave this state early with a Willpower + Charisma (Magic x 0.5) Test. When the power wears off, adepts must resist Drain equal to (Magic x 0.5, rounded up).
BERSERKER’S RAGECOST: 1 PP
PREREQUISITE: BERSERK
ACTIVATION: COMPLEX ACTION
The adept passes melee berserking and delves deeper into a frenzied mental state. All bonuses and penalties from the Berserker power are increased to +2, and the duration is increased to (Magic x 4) minutes. To exit this state early requires a Willpower + Charisma Test. The threshold is 9 – the adept’s Magic Rating, with a mini- mum threshold of 3. If successful, the adept can use her full Mental attributes to resist Drain. Regardless of when she exits this state, the adept will have to resist a Drain Value of (Magic x 0.5). Any Wound Modifiers apply. A glitch on an exit attempt increases the duration to (Magic x 3) minutes.
BLIND FIGHTINGCOST: 0.5 PP
Drawing on a special kind of sixth sense, an adept with this power is able to continue fighting even when he is blinded or deprived of vision. It reduces the penalty for Blind Fighting by 1. This power can be combined with the Strike the Darkness martial arts technique for a cu- mulative reduction of 2 (p. 141, Run & Gun).
CLOAKCOST: 0.25 PP PER LEVEL
Using the Cloak power, the adept has an increased chance of avoiding magical detection. For every level of this power, the adept gains a +1 die for opposing a Detection spell being used against her (see p. 285, SR5). Cloak does not prevent a magician or mystic ad- ept from reading the adept’s aura through astral per- ception or viewing her from astral space; it just makes it more difficult to zero in on the targeted adept.
COOL RESOLVECOST: 1.0 PP PER LEVEL
Adepts with this power are extremely confident and self-assured in social interactions. This includes situa- tions such as negotiations with a Mr. Johnson, running a con on the street, staying in-character while undercover, or resisting the tender inquiries of a professional interro- gator. Each level gives the adept +1 die in all Opposed Tests involving Social skills, regardless of whether they initiated the action or are resisting someone else’s social skills.
COMMANDING VOICECOST: 0.25 PP PER LEVEL (MAX 3)
Adepts with this power have a knack for convincing people to believe them or do things for them in certain situations. For every level of this power, an adept gains a +1 die to any Opposed Intimidation or Leadership tests that they initiate (normal limits apply). If the ad- ept succeeds, then the target(s) will agree to or follow the adept’s next suggestion or command, within rea- son and depending on the situation. A subject won’t normally harm himself for example, but he may be per- suaded that the pretty-boy elf over there was making moves on his girl/guy and that punching said elf is a good idea. Or an adept may convince a corporate sec- retary to give up some dirt on her boss.
To keep this power in check, gamemasters can also grant targets a situational bonus based on how inclined the subject would be to believe the adept. An adept can attempt to use this ability on up to (Charisma) people at a time, with a –1 dice pool for any additional subjects.
COUNTERSTRIKECOST: 1.0 PP PER LEVEL
ACTIVATION: INTERRUPT ACTION
(–5 FROM INITIATIVE SCORE) Counterstrike is an extremely potent ability that allows an adept in unarmed combat to redirect an attacker’s energy through a combination of skill, intuition, and magical ability. To employ this power, an adept must first use a successful Block action against an incoming attack and spend her next available action to make a melee combat attack. For the adept’s next melee com- bat attack test, add a number of dice equal to her levels in Counterstrike and the net hits from the Block. Engag- ing in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. This power cannot be combined with the Coun- terstrike and Opposing Force martial arts techniques (p. 124 and 139, Run & Gun).
ELEMENTAL EFFECT : NORMAL AND TOXIC
There are several powers this section that allow an adept to deal elemental damage or use an elemental effect, the most common being acid, cold, electricity, and fire. To understand how these elements cause damage, see p. 170, SR5.
These aren’t the only elemental effects that can be employed. Toxic adepts can use pollutants and radiation instead of normal elemental damage. To understand how these toxic elements work, see the sidebar about elemental effects in this book, p. 105
ELEMENTAL BODYCOST: 1 PP
ACTIVATION: COMPLEX ACTION PREREQUISITES: ELEMENTAL STRIKE An evolved version of Elemental Strike and similar to the critter power Elemental Attack, Elemental Body creates an elemental field that envelops the adept. This field forms approximately three to five centimeters from the adept’s body and can be used offensively and defensively.
To activate this power, the adept must spend a Complex Action channeling the desired element. For offensive purposes, treat Elemental Body like the Ele- mental Strike power, with a DV of (Magic x 2)P and AP –(Magic x 0.5). For defense, anyone or thing coming into contact (melee or unarmed strike) with the adept while Elemental Body is active must resist the same DV and elemental effect as the offensive strike; fast-mov- ing projectiles such as bullets or thrown weapons are unaffected. Items already on the adept’s body or held by the adept are not damaged, but they do not gain any elemental effect.
Elemental Body lasts for (Magic) Initiative Passes or until the adept is rendered unconscious. This power can be deactivated at will using a Free Action before the time limit expires. Once deactivated, the adept must resist a Drain Value of (Magic x 0.5) + the number of Initiative Passes the power was active. Only one effect can be used at a time, and each elemental effect must be pur- chased as a separate power.
ELEMENTAL STRIKECOST: 0.5 PP
ACTIVATION: SIMPLE ACTION PREREQUISITES: KILLING HANDS Elemental Strike enhances the damage caused by an unarmed Killing Hands strike by channeling an elemen- tal effect into the attack. Activating this power requires a Simple Action and the effect remains active for (Mag- ic) Combat Turns or until the adept deactivates it with. Free Action or is rendered unconscious. While active, the chosen elemental effect wreathes the hand, foot, or other body part the adept uses to strike. Only one effect can be used at a time and can’t be combined with any other adept striking power except Killing Hands. Each elemental effect must be purchased as a separate power.
ELEMENTAL WEAPONCOST: 0.5 PP
ACTIVATION: SIMPLE ACTION PREREQUISITES: WEAPON FOCI
Similar to Elemental or Toxic Strike, Elemental Weapon allows an adept to channel an elemental effect (nor- mal or toxic) through her weapon focus instead of
her hands. A Simple Action is required to first chan- nel the desired elemental effect. Elemental Weapon remains active for (Magic) Combat Turns or until the adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. This power can also be used with other powers that enhance an adept’s Accuracy or skills related to foci.
EMPATHIC HEALINGCOST: 0.5 PP
ACTIVATION: SEE TEXT
Used only in the direst of circumstances, the Empathic Healing power allows an adept to literally take on the wounds of another in order to heal them. To accom- plish this, the adept rolls a Magic + Willpower Test. For every hit, one box of Physical damage transfers from the wounded target to the adept’s damage track. Only Physical damage can be healed in this way.
Subjects with lower than normal Essence, due to augmentations or Essence loss, are more difficult to heal. Apply a negative modifier equal to the subject’s lost Essence (6 – current Essence Rating, round down) to the dice pool for the adept’s healing test. The test it- self requires two full Combat Turns per box of damage to complete, and the healing adept must maintain physical contact during the entire process. Damage modifiers are applied once the adept completes the process.
FACIAL SCULPTCOST: 0.25 PP PER LEVEL ACTIVATION: COMPLEX ACTION
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.
Common changes include altering ear shape, chang- ing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one fea- ture is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The ad- ept needs another full minute to undo the changes and return their features to normal.
FLEXIBILITYCOST: 0.25 PP PER LEVEL (MAX 3)
Adepts with the Flexibility power can bend or twist their bodies past the metahuman norm, which allows them to squeeze through openings smaller than the adept (gamemaster’s discretion) and escape restraints easier. It also makes and adept harder to subdue during un- armed combat. For every level of Flexibility the adept possesses, the threshold for moving through cramped corners or getting out of restraints is lowered by one. During unarmed combat, if someone is attempting to subdue the adept, the adept gains +1 die per level of Flexibility to prevent being subdued; normal limits still apply.
FREEFALLCOST: 0.25 PP PER LEVEL
This power helps adepts absorb the damage from a fall or jump down for a specific distance. This ability does not help the adept increase the distance he is jumping, such as with the Light Body power. Every level of Freef- all allows the adept to fall or jump down 3 additional meters without any adverse effects (beyond the three meters normally allowed). When calculating fall damage past his personal distance threshold, subtract the overall level bonus from the Damage Value of the fall and then apply damage normally (see p. 172, SR5). This means that an adept with Freefall receives no damage from a fall of six meters or less, rather than the typical three me- ters. Beyond that, if an adept with two levels of Freefall falls 15 meters, the power negates 6 points of damage from the fall, changing the Damage Value of the fall from 15P to 9P (the fall’s AP remains unchanged). As long as the adept experiences no damage from the fall (either because the fall was short enough to cause no dam- age or because they successfully resisted all applicable damage using Body + Armor, the fall counts as a normal move action, and can be combined with an attack. Any other means of dealing with the damage does not allow this opportunity. Longer falls count as a Complex Action.
HANG TIMECOST: 0.25 PP PER LEVEL ACTIVATION: SEE DESCRIPTION
Adepts with this power receive two benefits. First, for each level of this power, the adept gains a +1 dice pool bonus for all Climbing Tests. Second, the adept can tem- porarily adhere to surfaces, such as walls. For each level of this power, the adept can attach himself to a surface and hang out for approximately five minutes, provided he remains motionless and keeps physical contact with the surface in question with hands, feet, knees, or el- bows. The adept must spend a Simple Action to bond his magical energy with the surface; normal clothing such as gloves or boots does not interfere with this pow- er, but the use of heavy armor (armor with a Rating of 13 or higher) will. Moving the attached body parts on the surface they’re adhering to, such as a moving vehicle, breaks the bond, making the adept fall off.
INERTIA STRIKECOST: 0.5 PP
ACTIVATION: FREE ACTION
This power allows an adept to generate and channel ex- tra energy into an unarmed or melee strike specifically intended to knock a target down. To use this power, the adept must first declare her intention by spending a Free Action before the actual strike to channel the necessary energy. If the adept is successful with the attack, she adds (Magic x 0.5) to her Strength to determine if a knockdown occurs (p. 194, SR5). Inertia Strike does not deal damage. Using this power is considered a Called Shot (see p. 195, SR5). Note: This power cannot be combined with the Im- posing Stone Martial Arts Technique (p. 138, Run & Gun).
KINESICS MASTERYCOST: 0.5 PP
PREREQUISITES: KINESICS
An advanced version of Kinesics (p. 310, SR5), this pow- er allows two adepts with this ability to communicate with each other while using solely non-verbal cues, such as body language and minute facial expressions, and natural subconscious cues. While general messag- es and mental states are easily relayed, those with Ki- nesics Mastery can relay specific, detailed information such as locations, names, places, or numbers. Commu- nication in this way requires adepts to have direct line of sight and be close enough to read each other’s facial features and body language, whether through natural, augmented, or magical means.
LINGUISTICSCOST: 0.25 PP
Through enhanced memory and mimicry, adepts with this power are able to learn new languages after a mini- mal amount of exposure to it, without spending Karma. To learn a new language, an adept must be exposed to the new language for (12 – Magic Rating) hours, (mini- mum 1 hour). The adept then makes a Logic + Intuition Test using the Linguistics Table. If successful, the adept gains the language at Rating 1. Further development of the new language requires normal Karma expenditure.
LINGUISTIC TABLE | |
LANGUAGE | SEUIL |
Common (English, Japanese, Spanish) | 1 |
Uncommon (Latin, Or’zet, Sperethiel) | 2 |
Obscure (Aramaic, Lapp, Berber) | 3 |
MAGIC SENSECOST: 0.5 PP
Magic Sense allows an adept to detect the use of mag- ic in her vicinity. Treat this power as the Detect Magic spell (p. 287, SR5) but with a range equal to (Magic x 10) meters. Adepts with the Astral Perception power can also use Magic Sense to detect astral forms while perceiving the astral plane.
MELANIN CONTROLCOST: 0.5 PP
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.
METABOLIC CONTROLCOST: 0.5 PP
An adept with this power has the ability to enter a deep meditative state where all metabolic processes are slowed. This has two benefits. The first is to reduce the amount of rest the adept needs. In game terms, for every hour the adept in this state, she increases the in- terval for taking fatigue damage from sleep deprivation by another three hours (see p. 172, SR5).
The second benefit preserves the adept’s life in emer- gency situations. When the adept goes into Physical overflow damage, he immediately goes into this medita- tive state. While in this state, the adept only takes an ad- ditional box of overflow damage every (Body) hours. An adept can exit this state whenever he wishes, but doing so while severely injured causes all wounds or toxins to immediately take effect unless treated or healed.
MISSILE MASTERYCOST: 1 PP
In the hands of an adept with Missile Mastery, every- day items such as bottles, credsticks, tools, empty clips, flashlights, cooking utensils, and so on can be turned into deadly weapons. Such improvised weapons have a Damage Value of (STR)P with an Accuracy of 3. The adept can also declare whether these weapons do Physical or Stun damage. Additionally, adepts with this ability have a greater affinity for throwing weapons. For ranged attacks with non-explosive throwing weapons, the adept gains +1 die and adds +1 to the weapon’s Damage Value.
MOTION SENSECOST: 0.5 PP
Able to sense movement in her immediate vicinity, an adept with this power becomes a living motion sensor and is very difficult to sneak up on or ambush. Through a combination of natural and magical senses, the adept feels the movement of people, animals, or objects by their displacement of air molecules, changes in ambi- ent barometric pressure, vibrations, or the minute dis- ruption of the local mana field. This feeling alerts the adept to movement around her equal to (Magic) me- ters and can be used to detect living beings or objects that would otherwise be hidden by normal senses such as sight, sound, or smell. The size of the target also di- rectly affects the adept’s ability to sense it.
To use this power, the adept must first make a Per- ception + Magic [Mental] test. The threshold for this test is based on the size of whatever the adept is attempting to sense; consult the Motion Sense table for results.
MOTION SENSE TABLE | |
MOVING THING IS | SEUIL |
Smaller than dog/cat | 3 |
Smaller than average metahuman (dwarf) | 2 |
Average metahuman (human, ork, elf) | 1 |
Larger than average (troll) | Succès automatique |
NERVE STRIKECOST: 1 PP
By targeting various nerve clusters in his opponent’s body, an adept with this ability can disable or subdue on opponent without causing physical injury or death. To use this power, the adept must first declare his inten- tion to employ it and then make a normal melee attack. If successful, the adept may choose to reduce his op- ponent’s Agility or Reaction (attacker’s choice) by 1 per net hit instead of inflicting Physical or Stun damage. If the targeted attribute reaches 0, the target is rendered paralyzed. An attacker must choose only one attribute to target per attack. The target regains lost attribute points with rest: 1 hour of rest recovers 1 lost point.
Nerve Strike works best on metahumans but can also be used against critters. A critter’s nerve clusters are more difficult to target, so two net hits are required to lower the targeted critter’s attribute by 1; all other nor- mal rules apply. Targets without a functioning nervous system, such as spirits, drones, and so on, are unaffected by this power.
NIMBLE FINGERSCOST: 0.25 PP
Adepts with this ability have exceptional manual dex- terity. In game terms, this grants +1 die to Palming Tests, Performance Tests where the adept plays a mu- sical instruments that requires the use of fingers, or any tests where small tools or items are used (game- master’s discretion). Additionally, the Simple Actions Change Gun Mode, Insert Clip, Remove Clip, and Use Simple Device are now considered Free Actions.
PAIN RELIEFCOST: 1 PP
Similar to Nerve Strike but nicer, an adept channels mana into qi/chakra points to relieve tension, pain, and muscle fatigue. In game terms, this means removing the effects of Stun damage from a target. To use this power, the adept makes a Magic + Agility Test against a target. Every net hit temporarily removes one box of Stun damage from the target; normal rules for healing patients with implants still apply (p. 208, SR5). This ef- fect only lasts for (Magic) hours or until the actual dam- age is healed, whichever comes first. The time neces- sary to complete the process is five minutes per box removed, and the adept must maintain contact with the target. Should the adept lose contact with the tar- get for any reason before the process is complete, all benefits are immediately lost and the adept must re- peat the process.
PENETRATING STRIKECOST: 0.25 PP PER LEVEL (MAX 4)
This ability allows an adept to focus and project an un- armed attack a short distance forward, bypassing armor the target may have or punching through their thick, stubborn hide. In essence, this gives the adept’s attack an AP rating equal to the levels she has in this power (maximum 4). This power can be used in conjunction with the Killing Hands power but not Elemental Strike.
PLAGUE CLOUDCOST: 0.5 PP
ACTIVATION: FREE ACTION
This power surrounds the adept in a dense cloud of fumes, insects, or other pollutants or toxins. All ranged attacks made while the power is active (either against or by the adept) are considered to be in at least Moderate Fog/Smoke (see Ranged Attack Modifiers, p. 173, SR5). If anyone makes a successful melee attack against an adept with this power is active, the attacker must resist the damage effects of pollution (see sidebar, p. 105).
RAPID DRAWCOST: 0.5 PP
No longer limited to pistols, the Rapid Draw power can be used by the adept to rapidly and more easily employ a variety of weapons in combat. Any weapon that is prop- erly holstered can be quick-drawn; this includes blades, pistols, and throwing weapons. To use this ability, the ad- ept makes a standard quick draw test (p. 165, SR5) but the threshold for this test is decreased by 1; this is cumulative with the use of a quick-draw holster. Also, with this pow- er, a Quick Draw action is considered a Free Action.
For the purposes of this power, larger weapons such as SMGs, shotguns, or assault rifles attached to slings and/or held in front of the adept at the “low ready” po- sition are also considered holstered and can be quick- drawn as such.
RIPOSTECOST: 0.5 PP PER LEVEL
ACTIVATION: INTERRUPT ACTION
(–5 FROM INITIATIVE SCORE)
Similar to Counterstrike, Riposte is used during armed melee combat to redirect an attacker’s energy against them. To employ this power, an adept must first use a successful Parry action against an incoming attack and spend his next available action to make a melee com- bat attack. For the adept’s next melee combat attack test, add a number of dice equal to his levels in Riposte and the net hits from the Parry. Engaging in any other action before attacking, even Dodge or Full Defense, negates the bonuses gained from this power. Note: This power cannot be combined with the Riposte and Yield- ing Force Martial Arts techniques (p. 125 and 141, Run & Gun).
SKATECOST: 1 PP
This power is a minor form of levitation that gives an ad- ept the ability to run across a surface that she normally wouldn’t be able to, such as thin ice, a fragile structure, or water. The adept pushes off with her first step as she moves across the target surface before she stops. The distance an adept can traverse is equal to her Magic rating in meters. Attempting to traverse further distanc- es requires the adept to find a stable surface or landing area to repeat the process; those who fail to find such a surface fall through whatever they are moving across. An adept attempting an acrobatic move or defensive Interrupt Action while using this power suffers a –3 dice pool penalty to her dice pool for the acrobatic or interrupt test.
SMASHING BLOWCOST: 1 PP
Adepts with this power focus their magic into a single unarmed strike to break through obstacles. Multiply the adept’s base DV by 2 when attacking a barrier or other static structure. This applies to both physical and mag- ical barriers.
SPIRIT CLAWCOST: 0.25 PP
ACTIVATION: FREE ACTION
Named by the Beast’s Way Sioux adept that discovered it, Spirit Claw allows the adept to temporarily create a small weapon of spiritual energy for use against spirits. While the discoverer’s manifestation of this power ap- peared as a set of oversized claws, others with this pow- er have learned to form whatever weapon they desire— clubs, hammers, daggers, spikes, and so on—based on their particular Way or paradigm. Activated with a Free Action, Spirit Claw adds (Magic x 0.5) to the adept’s unarmed DV against spirits (regardless of whether the combat is physical or astral). It remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Claw again, the energies must be re-channeled by spending another Free Action. Against spirits, this power can only be combined with the Killing Hands power.
SPIRIT RAMCOST: 0.5 PP
ACTIVATION: SIMPLE ACTION
Similar to Spirit Claw, Spirit Ram creates a temporary, ram shape—horns, ram’s head, wedge, spikes, and so forth—in front of the adept for charge attacks against spirits in either physical or astral combat. The Reach of this weapon is (Magic x 0.5) meters, and its DV is (Mag- ic) with AP – (Magic x 0.5). Spirit Ram moves with the adept and remains active for (Magic x 0.5) Combat Turns or when the adept deactivates it with a Free Action or strikes with it. To use Spirit Ram again, the energies must be re-channeled by spending another Simple Action.
STILLNESSCOST: 0.25 PP PER LEVEL (MAX 3)
This power allows an adept to exert control over her body to avoid detection. By slowing her physiological processes (heart rate, breathing, and the need to flex muscles) and entering a relaxed state, the adept becomes completely motionless for a specific amount of time. Her body’s heat signature is also lessened, making the adept harder to de- tect by thermographic means. For every level of this power, the adept can remain in this state for approximately one hour. Anyone using auditory or thermographic means to locate or perceive an adept using this power receives a negative penalty equal to the level of the adept’s power. Visual searches or Perception Tests are unaffected by this power. This power is negated as soon as the adept moves.
SUSTENANCECOST: 0.25 PP
Adepts with this power have exceptional metabolisms and can function with less food and water than normal. An average metahuman requires approximately three meals per day to maintain normal functions before fa- tigue damage begins. An adept with this power needs only one meal per day. In game terms, the intervals for hunger and thirst are increased to seven days for hunger and three days for thirst (p. 172, SR5).
TEMPERATURE TOLERANCECOST: 0.25 PP PER LEVEL
This power allows adepts to better withstand the effects of extreme temperatures. For every level in this power, the adept gains a +1 dice pool bonus for resisting dam- age caused by extreme temperature exposure (p. 172, SR5). This also can be used against magical effects such as elemental fire or cold (p. 170–171, SR5).
THREE-DIMENSIONAL MEMORYCOST: 0.5 PP
Three-Dimensional Memory allows an adept to men- tally record an area he has visited and then later recall it in ultra-clear detail. This ability is favored by adept investigators and recon specialists. To use this ability, the adept in question must use a Complex Action to view the targeted area in detail. This includes what he actually observed, but also any sensations he felt. The range of what the adept can observe is (Magic x Magic) cubic meters. He can record a number of areas equal to his Magic rating.
To recall what he recorded, the adept requires a Per- ception + Magic [Mental] test. What area he’s able to remember depends on what he was actually able to ob- serve—for example, he wouldn’t know the contents of a closed cabinet but will remember the cabinet’s features in detail—and how long ago he observed the scene. To determine the threshold for the test, see the Three Di- mensional Memory Table. If the threshold is reached, the adept can mentally walk through the scene and re- call everything he mentally recorded; however, he will be unable to interact with anything in the scene.
THREE DIMENSIONAL MEMORY TABLE | |
TIME PASSED | SEUIL |
24 hour | 1 |
One week | 2 |
One month | 3 |
One year | 4 |
Over a year | 5 |
TOXIC STRIKECOST: 0.5 PP
ACTIVATION: SIMPLE ACTION PREREQUISITES: KILLING HANDS
Toxic adepts with this power can channel either pol- lutants or radiation to an Unarmed Combat attack to cause extra elemental damage. The use of this ability follows the same rules and guidelines as the Elemental Strike power (p. 170). Each toxic elemental effect must be purchased as a separate power.