Physical Adept Skills Mark Mohan (MCM@bton.uk.ac) ---------------------------------------------------------------------------- Heat/Cold Endurance COST: (.25/per die) When the adept is faced with a temperature challenge he overcomes his physical feeling/reactions by mental fortitude. The character rolls versus a Target Number (TN) of what the GM feels appropriate. A good guide to the numbers is the success table in SR book (i.e. 2 being slight nippy, whereas 12+ is your sitting in an ice block etc. 2 being a hot day, 12+ they are cooking you in an oven.) Each success give the adept 5 minutes of activity or 15 mins of sitting around being totally Inactive. Deep Breathing COST: (.25) The Adept has practiced breathing exercises and can use his lungs to a greater extent. Each .25 of a magic point spent gives him an extra 30 seconds of holding his breath Jump COST: (.25) The adept uses his entire body to propel himself forward/upward. For every .25 he spent in jumping he gets and extra upward lift of 25cm and an extra 50cm forward. This would be added the (meta)human average distance after an athletics test. Two good reasons why the Olympic Games became such a farce. Alertness COST: (.5/per die) The adept has trained all his senses to noticed the unnoticed, see the unseeable and smell the unsmellable. He no longer relies on just one set of his sense and thus become more aware of his surroundings. He adds the Alertness dice to his perception Rolls. Shattering Blow COST: (.5/per die) MODERATE +2 TN, -1 Reaction SERIOUS +3 TN, -2 Reaction DEADLY +5 TN, -3 Reaction The adept summons all of his focus into a dramatic move which can destroy the hardest stone! The adept makes an Unresisted test with number of dice in SB vs. the Barrier Rating of the object of his attack. One or more successes breaks the object (5+ successes would be incredibly impressive and flashy) 0 successes nothing happens - bit of a sore limb. Roll of Ones Oh dear. The limb is broken. Do not pass GO, go directly to The Doc. If used against living things. The combat attack - treat as Aimed Blow. If the attack succeeds then area broken. The recipient of the blow can't move the limb, 'cos it hurts. Note: You could say the character with the broken limb can not use that limb at all no shooting wielding a swor, etc.) Level To Break Moderate Hands/Feet Serious Limbs/Ribs Deadly Necks/Skulls Nerve Strike COST: Light (.5) Moderate (1) Serious (1.5) After careful study of the Human Anatomy, (or lots of beating up people) the adept has perceived certain nerve clusters in the body. He has toughen his fingers to penetrate these zones. Today's Martial Artist has adapted to the Street Environment and as such knows the strengths and weaknesses of modern protection, but can still strike home his blows ! Three level of pain can be inflicted : Light +1 Moderate +2 Serious +3 The "damage" is put on the Mental Track and is remove as normal. These blows can penetrate up to 4 points worth of Impact Armor. Use: Unarmed attack-same as killing hands although it doesn't cause physical damage and will only do the damage level it is bought at. These blows penetrate most armor types up to 4 points of impact armor. Note : people with this skill can develop body protection which will lower the Stun inflicted by one damage Level. Steel Fingers COST: (.5/per die) Armor Penetration: RATING The adept has practiced thrusting his fingers into soil and sand to obtain this discipline and can penetrate through most forms of body armor, why even plate mail is said to be useless against the Master of Steel Fingers. Each .5 spent negates 1 point of impact armor. Power Blow COST: (.5 per +1 power) This ability allow the adept to focus his power (chi) into any blow ! Can be used with any hand to hand attack (hand or weapon). Each .5 adds +1 to the power (Str) of the attack. Breaking Blow COST: (.5/per die) This ability allow the adept to break and destroy barriers with his bare hands. For each level add one to the power of the attack and reduce one from the Barrier Rating. This can be used in conjunction with Power Blow, but can only attack objects with Barrier Ratings (this includes vehicles).