TEXT: The Newest  
  Physical Adepts Handybook  
  v5.0 
   
  Assembled and Maintained by  
  Brett R. Brown  
  Calvinoi MindFlyer 
  calvinoi@freenet.scri.fsu.edu 
   
  Additional Assembly by 
  Paolo Marcucci 
  marcucci@oat.trieste.it 
   
  Special Thanks to 
  Gurth 
  gurth@xs4all.nl 
   
  Shadowrun is a Registered Trademark of FASA Corporation. Original Shadowrun material  
  Copyright 1994 by FASA Corporation. All Rights Reserved. Used without permission.  
  Any use of FASA Corporation's copyrighted material or trademarks in this file should not be viewed as a challenged to 
  those copyrights or trademarks. 
   
  This compilation is ©1995 • Brett Brown/Paolo Marcucci  
   
   
  The Force runs strong in me, 
  impudent fool... 
  
  Physical Adept Magical Abilities 
   
  The following is excerpted and paraphrased from the following sources: 
  ShadowRun Second Edition ©1992 • FASA Corporation 
  Grimoire Second Edition ©1993 • FASA Corporation 
  N.E.R.P.S. ShadowLore ©1994 • Robert A. Hayden  
  White Wolf #38 magazine  
  The rec.games.frp.cyber Usenet group   
  Brett R. Brown (calvinoi@freenet.scri.fsu.edu) 
  Bill P. Flint (claymore@access1.digex.net)  
  MercenaryX (mercenaryx@aol.com)  
  Gurth (gurth@xs4all.nl) 
   
  NOTE: If ANY of your material is in this document and you either have not received credit for it and you wish 
  to, or you do not want your material in this document, PLEASE e-mail me at calvinoi@freenet.scri.fsu.edu 
  as soon as possible.  I will update it as fast as I can and replace all previous versions.  Thank you! 
   
  NOTE 2: All of the “?”’s represent sources/authors that I am not aware of.  I never was able to get all the 
  correct information.  So PLEASE, if you have written any of the material that has it’s source/author listed as 
  “?”, then contact me at calvinoi@freenet.scri.fsu.edu so I can update the Handybook.  Thank you! 
   
  Of course, thanks go out to all the people that contributed to the aforementioned sources.  
  Copyrights to each article are reserved to the authors.  This compilation is © 1994 Brett R. Brown & 
  Paolo Marcucci. 
   
  The format for the Abilities section is as follows: 
  (Name) - The name of the power 
  Cost: (Cost) - The cost of the power in Magic. Occasionally supplemented by a table at the bottom or middle of the 
  ability's description. 
  Source: (Source) - Either the e-mail address of the author or, if the power was found in a printed source, then the name 
  of the source and the page number. 
  Author: (Author) - Either the name/handle of the author, or, if the e-mail address was not given in the Source, the 
  name/handle & e-mail address of the author 
  (Information) - The main info on the ability, its effects, and other such miscellanea. 
   
  Aggravated Damage 
  Cost: 1 
  Source: <gurth@xs4all.nl> 
  Author: Gurth 
   
  Use of this ability allows the adept to do more damage than normal on a successful Unarmed 
  Combat hit. The adept must make a normal attack test. If all skill dice (including Improved Ability dice, but 
  not including Combat Pool dice) come up as successes, and the adept hits the target, the Damage Level is 
  increased by 1 step automatically. This cannot be used with an armed attack, or with Edged Arm or other 
  damage enhancing abilities (though it may be used with power enhancing abilities, such as Power Blow). 
   
  Example: Finn hits a security guard. Finn rolls his Unarmed Combat test (6 dice, plus 3 Combat 
  Pool dice), and the guard does the same (3 dice). All of Finn's skill dice are successes, and he also gets 1 
  success on his Combat Pool dice, for a total of 7. The guard gets 2 successes, to Finn has 5 left in his 
  advantage. His attack hits, and all skill dice were successes. Normally, Finn would do (str)M Stun damage, 
  but now he does (str)S Stun, and has 5 successes left, against which the guard is now to roll a Body test... 
   
  Aimed Shot 
  Cost: 0.5 per point 
  Source: <gurth@xs4all.nl> 
  Author: Gurth 
   
  This ability reduces the modifier for aimed shots (p.89, SRII). Normally, this is a +4 modifier to 
  the target number, but every point bought in Aimed Shot ability reduces this modifier by 1 point -- that is, a 
  physical adept with level 3 Aimed Shot would only get a +1 modifier for an aimed shot. Aimed Shot cannot 
  
  reduce the modifier below +0, so an adept with level 7 Aimed Shot only gets a +0 modifier, not -3. The 
  adept must buy this ability for each skill he intends to use it with separately: an adept with Aimed Shot 
  (Firearms) level 2 would get only a +2 modifier when attempting aimed shots with a pistol, but would have 
  the full +4 when firing a bow, even when using Firearms skill to shoot the bow. 
   
  Alertness 
  Cost: 0.5 per die 
  Source: Page 12, N.E.R.P.S. Shadowlore 
  Author: Mark Mohan <MCM@bton.uk.ac> 
   
  The adept has trained all his/her senses to notice the unnoticed, see the unseeable, and smell the 
  unsmellable.  He/she no longer relies on just one set of his senses, and thus becomes more aware of his 
  environment and almost magically in tune with his surroundings.  The adept adds the number of Alertness 
  dice purchased to all Perception rolls (or perception-related rolls, GM's discretion.) 
   
  Animal Control 
  Cost: 2  
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
   
  The Oxford group reported that certain Physical Adepts have a 
   heigtened empathy with animals. A physad with this power may attempt to pit his or her Charisma against 
  the animal's Willpower in an Opposed Success Test. Only animals with an Intellegence (not perception) of 
  3 or less are affected by Animal Control (except for insects or other invertebrates, whose minds cannot be 
  grasped by an Adept). Any creature derived from human or metahuman stock is immune (use *Hypnotic 
  Influence*, below). 
   
  As soon as a success test is made, a controlled animal can be prevented from attacking, sounding 
  an alarm, etc. After this, the physad may use a Complex Action to give an order to a controlled animal. 
  Orders must be something the animal can understand and accomplish- orders that run contrary to an 
  animal's instictual or normal behavior require a new Opposed Success Test, with a +2 modifier in the 
  animal's favor. 
   
  Skill in Animal Training or Animal Husbandry may apply a modifier to control attempts, at the 
  gamemaster's option. 
   
  Arrow Cutting 
  Cost: 1.5 
  Source: White Wolf #38 
  Author: David Perry 
   
  The Physical Adept with this skill can consciously affect the speed of missles approaching him, 
  slowing them down to such an extent that he can easily knock them aside with his hands or weapons 
  (Armed or Unarmed Combat task of 4). If the Physad is feeling especially cocky he can catch the missle in 
  midflight (Unarmed Combat task of 6). 
   
  Using this power, a Physical Adpet can deflect knives, shuriken and even arrows, although he 
  can't deflect bullets (bullets travel too fast to be appreciably affected by this power). 
   
  Astral Cloak  
  Cost: 0.5 per level 
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
   
  This power helps shield physical adept from detection spells.  Target number of all Detection 
  spells goes up by the number levels of astral cloak the adept has.  
   
  Astral Perception 
  Cost: 2 
  Source: Page 125, Shadowrun Second Edition 
  Author: FASA Crew 
  
   
  The adept has the ability to see into the astral plane via Astral Perception, but cannot use astral 
  projection.  This enables the adept to use the Sorcery Skill in Astral Combat, but the character cannot cast 
  spells nor does he/she have a Magic Pool. 
   
  Astral Stealth 
  Cost: 0.5 per level 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  Adepts with this power have an ability similar to Masking metamagic that allows them to "cloak" 
  their presence in astral space, making them difficult to detect by magical means.  For every level of the 
  power, the adept gains one die to Resistance Tests against Detection Spells.  If the spell is unresisted, the 
  target number to detect the adept increased by +1 for every two full levels of the power. This ability does 
  not affect Masking Tests, attempts to read the subject's aura via astral perception or otherwise spot the 
  character in astral space. 
   
  Attribute Boost 
  Cost: 0.5 per level 
  Source: Page 34, The Grimoire (Revised Edition) 
  Author: FASA Crew 
   
  The adept with attribute boost power can call upon his/her inner self, enabling him/her to perform 
  amazing feats far beyond those of which he/she is normally capable.  The attribute boost power can be 
  purchased for any of the Physical attributes: Strength, Body, or Quickness.  It cannot be purchased for a 
  Mental attribute, nor for Reaction, and must be purchased individually and seperately for each of the three 
  Physical attributes. 
   
  The level purchased is the number of Rating Points by which the attribute is boosted.  To gain the 
  boost, the physical adept must make a Success Test, rolling a number of dice equal to his current Magic 
  Rating against a target number equal to the current value of the attribute being boosted.  If he/she rolls no 
  successes, the attribute remains at its current level.  If the character achieves any successes, the Attribute is 
  boosted by the full number of Rating Points.  The boost lasts only for a number of Combat Turns equal to 
  the number of successes generated in the Magic Test. 
   
  When the boost runs out, the physical adept must make a Drain Test, of sorts, to determine if 
  he/she was weakened by the boost.  The Drain target number is equal to one-half (round down) the boosted 
  attribute value.  The Drain Level is based on the level of the boosted Attribute Rating compared to the 
  character's Racial Maximum for that attribute per the table below. 
   
  As with a regular Drain Resistance Test, to offset the Drain the character must make a Willpower 
  Test against the Drain target number.  Every 2 successes reduced the Drain Level by one level.  Drain 
  damage is taken as Stun damage. 
   
  The attribute boost power is not compatible with any form of cybernetic or bioware enhancements, 
  nor spell-based increases.  It is compatible with the physical adept ability Improved Physical Attributes. 
   
  Boosted Attribute Rating
  Drain Level
  Less than or equal to 1/2 Racial 
  Maximum 
  L 
  Up to Racial Maximum 
  M 
  Up to 1.5 x Racial Maximum 
  S 
  Beyond 1.5 x Racial Maximum 
  D 
   
   
  Backstab 
  Cost: see below 
  Source: <calvinoi@freenet.scri.fsu.edu> 
  Author: Calvinoi MindFlyer  
   
  This power gives the adept the ability to channel strong magical energies from his/her body into a 
  weapon at the exact moment the weapon punctures the skin.  The magic spreads from the weapon into the 
  victim's body, disrupting its coherence and increasing the damage. 
  
   
  In game terms, each level the adept purchases gives him/her/her varying bonuses.  When the adept 
  wishes to Backstab, he/she must declare to the GM before the attack that he/she wishes to do so.  The adept 
  must then "call their shot", adding +2 or +3 (GM's discretion) to the Target Number.  Depending upon the 
  level of Backstab purchased, the damage level is staged up by a given level (ignoring the automatic damage 
  level increase given by Called Shots.)  A power increase is also granted depending upon the level bought. 
   
  Note that only weapons using a piercing method of attack may be used.  This is because slashing 
  has no exact, climactic moment where is penetrates the flesh fully (and it moves through the flesh to try and 
  create gaping wounds, whereas a piercing weapon allows the magic to smoothly course from it to the 
  receiving end).  Also, Backstab is effective against critters with immunities to normal weapons and such, 
  but only if the piercing weapon used is a magical focus.  This combination used on a mundane can be 
  downright scary... 
   
  Level
  Effects
  Cost
  1 
  +1 Damage Level  +1 Power 
  0.5 
  2 
  +1 Damage Level  +2 Power 
  1 
  3 
  +2 Damage Level  +3 Power 
  2 
  4 
  +2 Damage Level  +4 Power 
  4 
   
  Blind Fire 
  Cost: 0.75 per point 
  Source: <gurth@xs4all.nl> 
  Author: Gurth 
   
  Like Aimed Shot, this ability reduces the modifier for blind fire (p.89,  
  SRII) by the level the adept has in Blind Fire. Use all rules for Aimed  
  Shot, above. 
   
  Blindside 
  Cost: 0.25 per level 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  Physical adepts who possess this power seem to have a supernatural ability to leap into action with 
  startling suddenness. Each level of the power allows the adept to roll an additional die when making 
  Surprise Tests against an opponent. These dice do not apply to tests by the adept to avoid being surprised or 
  to Initiative rolls. 
   
  Blur 
  Cost: 1.5 
  Source: <briddle@marsh.vinu.edu>  
  Author: Shadowdancer  
   
  This power makes the physad blurry and hard to see; it causes major eye strain to the opponent.  
  Yes, even those with cybereyes or cameras.  Simple action to activate.  Lasts 5 combat turns.  Increases all 
  opponents' Target Number by 3 and reduces 1 dice. 
   
  Body Control  
  Cost: 0.5 per level 
  Source: Page 34, Grimoire (Revised Edition) 
  Author: FASA Crew 
   
  The physical adept using the body control has such control over his/her body that he/she can resist 
  the effects of gases, drugs, and poisons.  Each level of the body control power purchased gives the 
  character one additional die to use in the Damage Resistance Test against such toxins. 
   
  Bone Razors 
  Cost: 0.75 per hand 
  Source: <briddle@marsh.vinu.edu>  
  Author: Shadowdancer  
  
  Similar to spurs, except made of bone.  Damage code is Strength-1(M)  Can be extended and retracted, but 
  each time they are extended from beneath the skin, the adept sufffers a Light mental wound. 
   
  Breaking Blow 
  Cost: 0.5 per point 
  Source: Page 13, N.E.R.P.S. Shadowlore  
  Author: Marke Mohan <MCM@bton.uk.ac> 
   
  This power allows the adept to break and destroy barriers with his/her bare hands (a variation of 
  Shattering Blow.)  For each point purchased, the adept adds +1 to the power of the attack and subtracts 1 
  from the opposing Barrier Rating.  This can be used in conjunction with Power Blow, but only in attacking 
  objects with Barrier Ratings (such as cars.)  Adepts trained in Breaking Blow and Power/Shattering Blow 
  can be looked at as mobile, mini-demolition crews. 
   
  Camouflage                           
  Cost: 0.5 per level 
  Source: <briddle@marsh.vinu.edu>  
  Author: Shadowdancer  
   
  This power gives close to the same effect as the critter power "Adaptive Coloration".  Each level 
  adds 1 die to the stealth skill and adds +2 modifier to opponent perception tests. 
   
  Charismatic Aura 
  Cost: 1 per point 
  Source: <calvinoi@freenet.scri.fsu.edu> 
  Author: Calvinoi MindFlyer  
   
  The adept with Charismatic Aura uses its magic to assist his/her body in the production of natural 
  pherenomes, and to astrally influence victims.  The adept must concentrate for a minute per point of 
  Charismatic Aura purchased prior to the full activation of Charismatic Aura. 
   
  Each point purchased adds +1 to the adept's effective Charisma and +1 to all Social Skills for the 
  duration of the effects.  Upon completing concentration, the adept rolls a number of dice (d6) equal to the 
  points purchased.  The adept then adds the results of all the dice up.  The resulting number is the time in 
  minutes that the adepts charisma is boosted.  After this time, the magic's effect on the adept's body fades, 
  and the pherenome production rate returns to its norm.  The magic's speeding up of pherenome production 
  leaves the body in a more tired state when the magic fades, and so the adept may not attempt another use of 
  Charismatic Aura until he/she has abstained from use of this magic for a number of minutes equal to 
  (Points Purchased) x 2.  After this rest period, the adept may try again. 
   
  This power affects anyone who the adept comes into contact with.  This contact can be by any of 
  the five senses, whether it be see, touch, taste, hear, or smell.  Residual traces of the adept may also have an 
  effect.  For instance, if an adept sweats, then even if someone only smells (not tastes, hears, sees, or feels) 
  the sweat from the adept, they are put under the influence of the power.  Charismatic Aura does not work 
  over televisions and such, as these are technological devices displaying an image - not a real person. Note 
  that Charisma cannot exceed (Racial Maximum) x 1.5.   
   
  Combat Sense 
  Cost: See Below 
  Source: Page 125, Shadowrun Second Edition 
  Author: FASA Crew 
   
  The adept with combat sense power has an almost sixth-sense about an area and any threats 
  around him/her.  Each level of this ability purchased gives the adept a number of extra dice in his Combat 
  Pool, as well as the ability to spend Combat Pool dice to assist the Reaction Test in surprise situations. 
   
  Level
  Combat Pool Dice
  Cost
  1 
  1 
  2 
  2 
  2 
  3 
  3 
  3 
  4 
   
  Contort/Escape 
  
  Cost: 0.25 per level 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  The adept's limbs are unusually limber and flexible, able to twist and bend more than a normal 
  person's. For each level of this power, the adept may add one die to Tests made to slip out of ropes, 
  handcuffs and other such bindings as well as to escape from a hold in unarmed combat. 
   
  Deep Breathing 
  Cost: 0.25 per point 
  Source: Page 12, N.E.R.P.S. Shadowlore 
  Author: Mark Mohan <MCM@bton.uk.ac> 
   
  The adept has practiced incorporating magic and breathing exercises, and can use his/her lungs to 
  a greater extent.  Each point purchased (each .25 point) gives the adept an additional 30 seconds under 
  water. 
   
  Disarm 
  Cost: 0.5 per point 
  Source: <gurth@xs4all.nl> 
  Author: Gurth 
   
  Using this ability, the physical adept can quickly and efficiently remove a weapon (or any other 
  object, for that matter) from an opponent's hands. The adept rolls a number of dice equal to his Unarmed 
  Combat skill plus the level of the ability, against a target number equal to the opponent's  
  Quickness, and applying all applicable modifiers for melee combat (SRII page 101). Disarm is considered 
  to be an unarmed attack, so the opponent may defend against it in the normal way. If the adept has any net 
  successes, anything the opponent was holding in his hands is removed and flies away for a number of 
  meters equal to the adept's net successes, in the direction desired by the adept.Disarm does not cause 
  damage to the target, but the target's counterattack may damage the adept. The adept must have both hands 
  free in order to disarm an opponent. 
   
  Dodge 
  Cost: 0.25 per die 
  Source: <gurth@xs4all.nl> 
  Author: Gurth 
   
  The physical adept may use this ability to dodge melee attacks directed against him. He rolls a 
  number of dice equal to his level in Dodge. This is an open-ended test (see Shadowbeat), and if the adept 
  rolls higher than two times the number of successes his opponent rolled on his attack test, the adept dodges 
  the attack and takes no damage. If the adept does not roll high enough, he takes damage as normal. The 
  adept may not make an attack when he uses the Dodge ability. 
   
  Example: Finn is attacked by an Ancients member. The ganger rolls his attack test, and gets 4 
  successes, while Finn decides not to counterattack but to Dodge instead. Finn has 3 dice in Dodge, and he 
  rolls 2, 7, and 10. This means that he manages to Dodge the incoming attack, because he rolled higher than 
  2x 4 = 8. Had Finn rolled 2, 7, and 8, he would not have dodged the attack, because he had to roll higher 
  than 8. 
   
  Dragon Hands                                                       
  Cost: 3 
  Source: <briddle@marsh.vinu.edu>  
  Author: Shadowdancer  
   
  The adept may  punch with such speed and accuracy that multiple strikes may be had.  Roll 
  quickness vs. opponents reaction: successes indicate total amount of strikes.  Roll damage for each strike. 
   
  Edged Arm 
  Cost: see below 
  Source: <gurth@xs4all.nl> 
  Author: Gurth 
  
   
  The adept can transform one of his arms into a vicious, bladed weapon. The exact transformation 
  depends on the level of ability purchased; for instance, level 1 changes a finger into a knife, while level 7 
  tranforms the whole lower arm into a broadsword. The transformed limb gets the properties of steel, 
  hardened into a sharp edge, so it can be used as a sword or knife. The transformation requires one Complex 
  Action to take place, and a Free Action to return to the normal state of the limb. It cannot be used with a 
  cyberarm, or with physical adept abilities that directly enhance damage, such as Killing Hands. It can be 
  used with Improved Physical Attributes, if that has increased the adept's Strength. 
   
  Level
  Damage
  Reach
  Cost
  1 
  (STR)L 
  0 
  1 
  2 
  (STR+1)L 
  0 
  1.25 
  3 
  (STR+2)L 
  0 
  1.5 
  4 
  (STR)M 
  0 
  1.75 
  5 
  (STR+1)M 
  1 
  2 
  6 
  (STR+2)M 
  1 
  2.25 
  7 
  (STR+3)M 
  1 
  2.5 
   
  Energy Charge                                    
  Cost: 1.5 per level 
  Source: <briddle@marsh.vinu.edu> 
  Author: Shadowdancer  
   
  This allows the adept to charge a body part for increased damage. 
  It takes one simple action to activate.  The opponent suffers a 2L 
  shock in addition to the normal damage.  Each level adds 2L to the 
  base (i.e., level 3 would cost 4.5 magic and do 6S).  Drain is (Level+2)Damage Code (i.e., same power has 
  drain of 5S). 
   
  Enhanced Centering 
  Cost: 2 per skill category 
  Source: Page 34, Grimoire (Revised Edition) 
  Author: FASA Crew 
   
  This ability allows the initiate physical adept to apply his/her own Centering Skill to a non-
  physical skil.  The area to which the adept may apply the Centering Skill must be purchased individually.  
  Non-physical skills that benefit from Enhanced Centering are: Build/Repair, Combat, Knowledge, 
  Language, Magical, Social, Technical, and Vehicle.  Enhanced Centering can also apply to Special Skills 
  but at a cost of 1 per Special Skill.  Even with this power, physical adepts may stil only use magical skills 
  for mundance effects; they may not cast spells. 
   
  Enhanced Coordination 
  Cost: 0.25 per level 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  The adept has enhanced coordination that allows for more equal use of both hands. Each level of 
  this power counts as one level in the Ambidexterity Special Skill. The adept must have at least one level in 
  Ambidexterity Skill in order to buy this power and may not have more levels in the power than they have 
  levels in skill. 
   
  Enhanced Healing  
  Cost: 2  
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
   
  This power allows a physical adept to heal stun and physical damage more quickly by entering a 
  state of dormancy. When the adept is recovering from stun damage he/she makes the same roll for 
  recovering, but double the number of successes made. The adept heals physical damage at a rate of one 
  extra box a day. When the adept is healing by this power he/she is also considered to be asleep too, so is 
  
  oblivious to his surroundings. If the adept doesn't get the required amount of sleep (which is eight hours), 
  then the time spent in the dormancy is wasted.  
   
  Enhanced Movement 
  Cost: see below  
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
   
  This power allows an adept to increase his/her movement modifier. The adept adds the level 
  bought to his/her racial movement modifier. The adept is able to maintain this rate of speed for a number of 
  combat 
  turns equal to the adept's magic rating after which the adept must stop and rest. The amount of time the 
  adept must spent resting is equal to double the number of combat turns spent running.  
   
  Level
  Cost
  1 
  1 
  2 
  2.5 
  3 
  5 
   
  Extended Jump 
  Cost: 0.25 per point 
  Source: Page 12, N.E.R.P.S. Shadowlore 
  Author: Mark Mohan <MCM@bton.uk.ac> 
   
  The adept uses his entire body to propel himself/herself forward/upward.  For every .25 he/she 
  spent in Extended Jump, he/she gets and extra upward lift of 25cm and an extra 50cm forward. 
   
  This would be added to the (meta)human average distance after an athletics test.  Two reasons 
  why the Olympic Games became such a farce. 
   
  Face Anonymous  
  Cost: 0.5  
  Source: White Wolf #38 
  Author: David Perry 
  The power allows the physical adept to make people unable to remember anything about what the adept 
  looked like. This power only effects the conscious mind, but has no effect on the subconscious mind (i.e., a 
  physical description can be retrieved from someone's subconscious mind through a technique such as 
  hypnosis). 
   
  Force Shield                                
  Cost: 3 
  Source: <briddle@marsh.vinu.edu> 
  Author: Shadowdancer  
   
  This power erects a permanent shield to help lessen damage.  The barrier has a rating equal to the 
  adept's Magic rating for physical and melee combat, 1/2 rating for spells and mystical damage, 1/4 rating 
  for firearms and explosives.  Each time the shield is hit, the adept suffers drain equal to (1/2 modified 
  power of the attack)M.  It is possible to take multiple drains during the combat turn. 
   
  Gentle Strike 
  Cost: see below  
  Source: ? 
  Author: ? 
   
  This power allows a physical adept to take a person out without physically harming the person. 
  When the adept uses this power on someone/something, it will never do physical damage even if there stun 
  overflow. 
   
  Damage Level
  Cost
  (Strength)L 
  0.5 
  (Strength)M 
  1 
  
  (Strength)S 
  2 
  (Strength)D 
  4 
   
  Heat/Cold Endurance 
  Cost: 0.25 per die 
  Source: Page 12, N.E.R.P.S. Shadowlore 
  Author: Mark Mohan <MCM@bton.uk.ac> 
   
  When the adept is faced with a temperature challenge, he/she overcomes his physical 
  feeling/reactions by focusing magical energy and mental fortitude. 
   
  The character rolls versus a target number of whatever the GM feels is appropriate.  A good guide 
  to the numbers is the success table in SR book (i.e. 2 being slightly nippy, whereas 12+ is your sitting in an 
  ice block, 2 being a hot day, 12+ you are being cooked in an oven.)  Each success gives the adept 5 minutes 
  of activity or 15 minutes of sitting around being totally inactive (no complex movements, just sitting/laying 
  down/standing doing little more than breathing.)  Once this time is up, the adept may not attempt to make 
  another roll (nor can he/she attempt another roll during the duration of the power's effect) to extend the 
  time period.  The adept then succumbs to the heat/cold just like your average Joe Shmoe.  Note that the 
  adept may attempt to reroll and extend the period if the GM feels it is acceptable (i.e., on a warm day, the 
  adept is likely to be able to resist the effects for a long period of time, not just for a shorter, intermittent 
  period of time.) 
   
  High Jumps 
  Cost: 2  
  Source: ? 
  Author: ? 
   
  By focusing power into making the body lighter and the leg muscles tight like springs, the adept 
  can launch him/her/herself large distances.  Use of this power allows the adept to jump vertically up to six 
  times normal vertical jump, or jump horizontally up to six times normal horizontal jump. 
   
  Hyper-Kick                                              
  Cost: 0.75 
  Source: <briddle@marsh.vinu.edu> 
  Author: Shadowdancer  
   
  This allows the physad to kick repeatedly in the same area.  Leg does not recoil.  Looks similar to 
  Van Damn movies.  Either +2 damage code or 1/2 power(S) physical, chosen when power is acquired.  
  Both may be owned, but not combined. 
   
  Hypnotic Influence  
  Cost: 2  
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
   
  This power allows a physical adept to mesmerize people like the Influence power of certain 
  paranormal animals. With a voluntary subject the adept can access deep memories, plant minor 
  posthypnotic suggestions, release inhibitions while in the trance state, etc. Unwilling victims require a 
  opposed test matching the adept's magic rating versus the victim's willpower. The number of net successes 
  by the adept determine the level of effect.  
   
  Improved Ability 
  Cost: See Below 
  Source: Page 125, Shadowrun Second Edition 
  Author: FASA Crew 
   
  The physical adept is able to purchase additional dice for use with a specific general skill.  Dice 
  purchsed for the general skill carry over equally to any Concentrations or Specializations of the skil that the 
  character may know.  In addition to the +2 target modifier received for every circle passed on the Skill 
  Web, any Improved Ability  dice are reduced at a rate of one per circle crossed.  For example, passing three 
  dots would add a +6 modifier, while subtracting 3 Improved Ability dice. 
  
   
  There is an additional restriction on dice purchased for use with Combat Skills: the adept cannot 
  have more extra dice than the character's current Combat Skill Rating.  Thus, a character with Firearms 4 
  cannot have more than 4 additional dice. 
   
  Athletic Skills 
  .25/die 
  Stealth 
  .25/die 
  Combat Skills 
   
      Armed Combat 
  .5/die 
      Unarmed Combat 
  .5/die 
      Throwing 
  .5/die 
      Projectile Weapons 
  .5/die 
      Firearms 
  1/die 
      Gunnery 
  1/die 
   
   
  Improved Physical Attributes 
  Cost: See Below 
  Source: Pag 125, Shadowrun Second Edition 
  Author: FASA Crew 
   
  With this ability, the physical adept can raise a Physical Attribute (only Body, Strength, or 
  Quickness), but not a Mental Attribute.  If the adept later wants to increase a Physical Attribute using 
  Karma in the normal manner, the cost is based on the total attribute rating, that is, including the magical 
  improvements. 
   
  The actual cost of the ability depends on how much higher (or lower) than the character's Racial 
  Maximum is the final attribute rating. 
   
  Less than or equal to 1/2 Racial 
  Maximum 
  .5 per +1 rating 
  Up to Racial Maximum 
  1 per +1 rating 
  Up to 1.5 x Racial Maximum 
  1.5 per +1 rating 
   
  Improved Physical Senses 
  Cost: 0.25 per improvement 
  Source: Page 125, Shadowrun Second Edition 
  Author: FASA Crew 
   
  These improvements include low-light or thermographic vision, high-frequency/low-frequency 
  hearing, enhanced smell or taste, and so on.  Unless an improvement involves radio or similar technological 
  phenomena, anything that can be improved by cyberware can be improved by this power.  Unlike 
  cyberware, there are no package deals. 
   
  Improved Physical Senses (NAGM Expanded Rules) 
  Cost: 0.25 per improvement 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  This ability is noted in the Grimoire. Physical adepts may purchase any sensory improvement that 
  does not require technology (such as radio) to accomplish. Listed below are some additional options for this 
  power.  Some general target numbers for Perception tests involving these power would be: 4, if the adept is 
  examining things in line of sight, 6 for subjects out of direct sight/sensing range, or 10 for subjects present 
  only in astral space.  The number of successes determines the amount of information that the adept gains. 
  One success gains only general knowledge. Two gives minor points, with only minor inaccuracies. Three 
  successes give accurate details, but minor parts are obscure. Four successes gives complete and detailed 
  information. 
          Direction Sense: The adept almost never gets lost and can easily retrace his own steps. He always 
  knows where magnetic north is and if he is above or below the local ground level. Useful especially for the 
  tribal hunter types. 
  
          Enhanced Sense: Additional dice for Perception tests with a single sense may be purchased for .25 
  Magic per die. Additional perception dice form all senses cost 1 Magic point each. These dice are added to 
  the adept's Intelligence score for Perception tests. 
          Flare Compensation: The adept's eyes adapt quickly to intense light, preventing him from being 
  blinded by flash grenades and the like. 
          High Frequency Hearing: The adept can hear sounds of a higher pitch than normal human hearing, 
  such as dog whistles and ultrasonics (such as those used in range-finders and targeting devices). 
          Improved Scent: Adepts with this power can identify scents much like= a bloodhound. They can 
  identify individuals by their scent alone and can tell if someone has been in an area recently if their scent is 
  known. The strong smells of most sprawls may dampen or confuse this ability. 
          Improved Taste: The adept can determine the ingredients of food or beverage by taste alone. 
  Characters with Chemistry, Physical Sciences or a related skill can also identify ingestive poisons and 
  drugs concealed in food or drink with a successful Perception test. Adepts with the Survival Skill and this 
  power can determine if a sample of water is pure enough to drink with a Perception (3) Test. 
          Low Frequency Hearing: The adept can hear sounds of a lower pitch than normal human hearing. 
          Sensory Magnification: The adept has an extremely sharp sense. Each level of this power decreases 
  effective range for perception between the adept and the subject by one step. Maximum of three levels. 
  This power must be bought separately for Sight, Hearing and Scent. 
          Sound Dampening: The adept's ears are protected from loud noises and adjust quickly to sudden 
  changes in ambient noise level. 
   
  Increased Reaction 
  Cost: See below 
  Source: Page 126, Shadowrun Second Edition 
  Author: FASA Crew 
   
  Increased Reaction gives the physical adept points of Reaction, based on the degree of ability 
  purchased.  Consult the table below.  The adept receives only the Reaction bonus, but no additional 
  Initiative dice. 
   
  Less than or equal to 1/2 Racial 
  Maximum 
  .5 per +1 rating 
  Up to Racial Maximum 
  1 per +1 rating 
  Up to 1.5 x Racial Maximum 
  2 per +1 rating 
   
  Increased Reflexes 
  Cost: See below 
  Source: Page 126, Shadowrun Second Edition 
  Author: FASA Crew 
   
  Increased reflexes gives the adept additional Intitiative dice, based on the degree of ability 
  purchased.  Consult the table below. 
   
  Extra Initiative Dice
  Cost
  1 
  1 
  2 
  4 
  3 
  6 
  NOTE: Some GM's may wish to balance out the Increased Reflexes cost so as to make Physical Adepts more on par 
  with the average Street Samurai.  Should you wish to do this, then it is recommended changing the costs from 1, 4, 6 to 
  1, 3, 5.5 or 1, 3.5, 5.5  (you get the idea). 
   
  Invisibility 
  Cost: 2 
  Source: ? 
  Author: ? 
   
  The adept using this power concentrates so that visible light bends around him/her/her.  This will 
  fool the naked eye as well as cameras and low-light vision, but will not fool thermographic sensors of any 
  kind as they detect heat, not light.  Allows user to turn invisible for a number of turns equal to his 
  
  willpower, after he/she becomes visible he/she must stay that way for the number of turns he/she was 
  invisible times 2.  
   
  Kai Strike  
  Cost: see below  
  Source: ? 
  Author: ? 
   
  This power is exactly like killing hands, but is a range attack. The adept does this by channeling 
  his inner energy into a distance strike. The range equal the adept's magic rating in meters. The adept attacks 
  as if doing a melee attack. The defender must roll his/her body plus any die from combat pool that 
  available against a target equal to the willpower of the adept minus any impact armor to resist the attack.  
   
  Damage Level
  Cost
  (Willpower)L 
  1 
  (Willpower)M 
  2 
  (Willpower)S 
  4 
  (Willpower)D 
  8 
   
  Killing Hands (Melee) 
  Cost: See below 
  Source: Page 126, Shadowrun Second Edition 
  Author: FASA Crew 
   
  The physical adept may use his magical force to turn his Unarmed Combat attacks from Stun to 
  Physical damage.  When using Unarmed Combat, an adept with Killing Hands may choose to do either the 
  normal Stun damage or the improved Physical damage, as purchased.  See the table below for the costs for 
  each of the four different levels of Kiling Hands available.   
   
  The player must declare use of Killing Hands with the Unarmed Combat attack.  The attack itself 
  is effective against creature with immunity or magical defenses against normal weapons.  Their defensive 
  bonuses do not apply when used against Killing Hands (as the attack is not truly physical, the hands merely 
  serving as a channel for the magical energy). 
   
  Note that Killing Hands is a bare-handed strike and cannot be augmented by either weaponry or 
  magic, though they may use other physical adept abilities like Improved Ability.  Also, note that a physical 
  adept can use Killing Hands only at the level(s) purchased.  For example, if an adept purchases Killing 
  Hands at D and L levels, he/she can use the power only at Physical damage levels of L and D. 
   
  Damage Level
  Cost
  (Strength)L 
  .5 
  (Strength)M 
  1 
  (Strength)S 
  2 
  (Strength)D 
  4 
   
  Killing Hands (Ranged) 
  Cost: 2 (plus the cost of Killing Hands) 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  This power may only be learned by physical adepts who are Initiates. It allows the adept to use the 
  killing hands power at a distance, the fabled "distance death" ability of legendary martial artists. 
   
  The power has a range in meters equal to the adept's Magic attribute. The adept makes an 
  Unarmed Combat roll with a target number equal to the target's Body (Increased Ability levels may be used 
  for this roll). The target resists with Body dice vs. the Power of the adept's Killing Hands attack (adept's 
  Strength). Armor has no effect. Combat Pool dice may be used by either side to augment the test. Initiates 
  may add their Grade in dice to their resistance test. 
  After the attack is made (successfully or not) the adept must make a Drain test with a target number of half 
  the Unarmed Combat dice used and a Wound Category equal to the adept's base Killing Hands level.   
   
  Example: Falcon uses his Killing Hands at range on a guard. Falcon rolls his Unarmed Combat of 
  6, plus 4 Combat Pool dice, against the guard's Body of 4, gaining 6 successes. The guard rolls his 4 Body 
  
  dice, plus 5 Combat Pool dice against Falcon's Strength of 5, earning 4 successes. Falcon's killing hands do 
  a base 5M damage. Two successes make it Serious damage. Falcon then makes a Willpower test against 
  3M Drain and takes Light drain from the effort. 
   
  Little Death 
  Cost: 0.5 
  Source: White Wolf #38 
  Author: David Perry 
          This power allows the physical adept to enter a trance. In this dormant state, the adept's metabolic rate 
  decreases to such an extent that even modern medicine cannot detect that he is alive. 
          The only problem with this power is that the physical adept must decide before he enters the trance 
  how long the trance is to last. Once this decision is made the physical adept will not wake from the trance 
  until this time has passed, regardless of any outside stimuli. It is possible for a physical adept to remain in 
  trance too long and wake up in pieces in the mortuary, having just had an autopsy performed on him. 
   
  Luck 
  Cost: 2.5 
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
          Unlike other abilities covered here, a so-called "luck" ability continues to defy scientific analysis. 
  However, anecdotal evidence suggests that some folks are just plain lucky. In fact, noted shadow journalist 
  Domingo Higuera devoted his 2051 prize-winning simsense documentary, Born Lucky: The "Teela Brown" 
  Factor In Shadowrunning, to the exploits of a runner for whom thinsg always fell into place. 
          The most useful (and perhaps most dangerous) skill an adept can possess, Luck directly increases the 
  adept's Karma Pool (SRII, p.191) by one point per 2.5 Magic points spent. This is good for any situation 
  where the Karma Pool can be used, but luck points are not permanently exhausted by buying successes (for 
  this reason, Luck points should be recorded separately from the earned Karma Pool). Luck point can never 
  be contributed to Team Karma, nor may they be used as "good" Karma. In other words, an adept with this 
  ability cannot use Luck to increase Attributes or Skills, bond magic items, become an Initiate, or do 
  anything else that requires actual Karma points. 
          NOTE: Luck can unbalance a campaign, and should be introduced with caution.  
   
  Magic Resistance 
  Cost: 1 per level 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  The adept with this power has a strong unconscious resistance to Sorcery, adding one die per level 
  to Resistance Tests against spells in the same manner as spell defense. These dice are only usable by the 
  adept and cannot be given to others. Magic Resistance does not affect voluntary spells or critter powers.  
  Note that Initiate physical adepts who possess this power do not gain the benefits of Shielding. 
   
  Magic Sense 
  Cost: 0.5 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  This power is a limited form of astral awareness that allows the adept to sense magical energies 
  and effects within a radius equal to the adept's Magic Attribute x10 in meters. Make a Perception Test using 
  the adept's Intelligence and consult the description of the Detect Magic spell for general target numbers and 
  levels of information that can be gained with a successful test. The Perception Test requires a Simple 
  Action to perform.  The adept is astrally active while using this ability, open to the energies of astral space 
  and therefore vulnerable to astral combat.  If the adept does not have Astral Perception, he is incapable of 
  defending against astral attack and simply must take his chances. 
   
  Mesmerize  
  Cost: 4  
  Source: ? 
  
  Author: ? 
   
  This powers allows the physical adept to impose his will on another person that the adept meets 
  eye contact with. This is settled by an opposed success test by pitting the adept's magic rating versus the 
  victim's willpower. If the adept wins, then the victim is under the adept's control for as long the adept 
  maintains eye contact with the victim. Any person under this power is subjected to the adept's wishes. This 
  person will do what ever the says, even kill itself. This power also gives the victim access to information 
  forgot consciously, but remembered in the subconscious.  
   
  Mimicry  
  Cost: 1  
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
   
  This spell allows an adept to produce sound effects and imitate people and animals, in the manner 
  of a Sasquatch. Unlike the tonal shift feature found in voice modulator cyberware (SRII, p. 249), this ability 
  can fool voice scanners. The adept's Magic Attribute is the victim's base target number to identify a sound 
  as fake.  Typically, intelligent creatures roll their Intelligence vs. the adept's Magic Rating.  An animal 
  hearing imitated sounds of its own species gets a -2 TN modifier. The adept's familiarity with the sound or 
  voice being modified also modifies the target number. 
   
  Singing skill augments Adept Mimicry. An adept receives a +1 modifier for every two levels of 
  singing skill. 
   
  Missile Mastery 
  Cost: 1 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  The adept with this power has such a developed talent for throwing weapons that normally 
  harmless items such as pens, playing cards or paper clips can be turned into deadly weapons. Such items 
  use the Throwing Skill, have a base damage of (adept's Strength)L and are resisted by Impact armor. Items 
  with an edge or point do Physical damage, while blunt objects do Stun damage. Use the ranges listed for a 
  throwing knife. Weapons that are meant to be thrown (such as shuriken and throwing knives) use their 
  normal damage value. 
   
  Missile Parry 
  Cost: 1  
  Source: Page 34, Grimoire (Revised Edition) 
  Author: FASA Crew 
   
  With this ability, the physical dept can pluck slow-moving missile weapons such as arrows, 
  thrown knives ("The Crow" and "Buffy the Vampire Slayer"...), or shuriken out of the air.  To perform this 
  feat, the character must roll a number of dice equal to his Reaction Attribute (plus Combat Pool dice, if the 
  player so chooses) against a target number equal to 10 minus the range-determined base target number for 
  the incoming attack.  For example, to catch an arrow shot at long range, the adept has a target number of 2 
  (10-8).  If the attack were made at short range, his Target number would be 6 (10-4). 
   
  To successfully grab the missile weapon out of the air, the character must generate more successes 
  in his Reaction Test than the attacker generated in the Attack Test.  Ties go to the attacker.  Use of this 
  ability requires a Free Action. 
   
  Mist Form 
  Cost: 6  
  Source: <mercenaryx@aol.com> 
  Author: MercenaryX  
   
  This power allows you to turn into a mist that can seep through any cracks that are not airtight. He 
  may stay in mist form for a number of turns equal to his willpower, after he/she becomes normal again 
  he/she must stay that way for the number of turns he/she was in mist form. Should the adept's time in mist 
  form expire while the adept is in, say, a tight air vent, the adept's body will re-solidify in the nearest space 
  the adept's body can occupy. Note that the mass of mist is equal to that of the adept, and the adept can also 
  vary the density of his/her body while in mist form. 
  
   
  Molecular Agitation 
  Cost: see below 
  Source: ? 
  Author: ? 
   
  This power allows the physad to agitate the molecules of certain things as to set them ablaze. This 
  power has a range of ten yards, LOS.   
   
  Level
  Cost
  Agitate...
  1 
  2 
  Paper and light materials 
  2 
  4 
  Thicker materials such as cloth 
  3 
  6 
  Organic materials such as skin and 
  living wood* 
  *Optional: The adept may set fire to a number of sq. feet equal to half his magic rating, this fire may spread though. 
   
  Mystic Armor 
  Cost: 1 per point 
  Source: Page 34, Grimoire (Revised Edition) 
  Author: FASA Crew 
   
  The adept is able to magically toughen his own skin and resist the effects of impact damage.  Note 
  also that Mystic Armor is cumulative with worn impact armor.  An adept character may add points of 
  mystic armor up to a maximum equal to his/her current Magic Rating. 
   
  Negamage  
  Cost: 2  
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
   
  This power gives the physical adept an spell defense pool. This pool is equal to the adept's 
  willpower or sorcery skill, the higher of the two. An adept with astral perception gain 2 extra die while 
  astrally perceiving.  
   
  Nerve Strike I 
  Cost: 1 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  This power allows the adept to magically inflict numbing strikes against a living target's nervous 
  system. A Nerve Strike is made like a normal unarmed attack, using the Unarmed Combat skill with a base 
  target number of 4.  Instead of inflicting damage, however, every two net successes on the adept's Unarmed 
  Combat Test reduce the target's Quickness rating by one. If Quickness is reduced to zero, the target is 
  paralyzed. Lost Quickness recovers at a rate of one point per minute. 
   
  Nerve Strike II 
  Cost: See below 
  Source: Page 13, N.E.R.P.S. Shadowlore 
  Author: Mark Mohan <MCM@bton.uk.ac> 
   
  After careful study of the human anatomy (or lots of beating up on people), the adept has 
  perceived certain nerve clusters in the body.  He/she has toughened his/her fingers and improved his/her 
  manual dexterity to penetrate these zones and channel magical energy into them.  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/her blows! 
   
  The adept uses this attack in a similar fashion to Killing Hands, (bare-handed strike, etc.), but it 
  causes Stun damage, not Physical.  The power of Nerve Strikes can also penetrate up to but not over 4 
  points of impact armor (generally, ignore ballistic points, unless GM feels differently.)  Also, adept with 
  this magical skill can automatically (regardless of the level(s) of Nerve Strike they purchased) reduce the 
  level of Stun damage inflicted upon them by another adept using Nerve Strike on them by one damage 
  level.  Like Killing Hands, the adept may only use Nerve Strike at the level(s) at which it is purchased at. 
  
   
  Damage Level
  Cost
  Light 
  .5 
  Moderate 
  1 
  Serious 
  1.5 
  Deadly 
  2.5 
   
   
   
  Pain Resistance 
  Cost: 0.5 per point 
  Source: Page 126, Shadowrun Second Edition 
  Author: FASA Crew 
   
  Pain Resistance allows the physical adept to ignore the effects (injury and Initiative modifiers) of a 
  number of boxes of damage equal to the number of Pain Resistance points purchased.  Thus, a character 
  with 3 point of Pain Resistance does not suffer any modifiers when taking Light or Moderate wounds.  
  Once the character's damage passes the Moderate wound level (more than 3 boxes), all injury and Initiative 
  modifiers will apply normally.  Points purchased work equally on both Physical and Stun Condition 
  Monditors. 
   
  Note that even if a character has 10 point of Pain Resistance, he/she will still go unconscious, and 
  possibly die, once he/she reaches the Deadly wound level.  What happens is that the character will show no 
  signs of being injured until he/she simply drops unconsious. 
   
  Pain Resistance also allows the character to resist pain from torture, magic, illness, and so on.  
  Add the number of points of Pain Resistance to the target numbers for inflicting pain on the adept; subtract 
  them from the target number to resist pain (e.g., in a Body or Willpower Test against the symptoms of a 
  painful disease).  Again, Pain Resistance does not prevent or heal actual damage, but may prevent or reduce 
  the damage's effect on the character's skills or Initiative. 
   
  Pain Resistance cannot be used to augment and form of Damage Resistance Test. 
   
  Paralyzing Touch 
  Cost: 2 
  Source: ? 
  Author: ? 
   
  A paralyzing touch is made like a normal unarmed combat attack. Instead of inflicting damage, 
  each net success reduces the target's Quickness by one. If Quickness is reduced to zero, the target is 
  paralyzed. Lost Quickness recovers at a rate of one point per minute.  
   
  Pathogen Control 
  Cost: 0.5 per level 
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
   
  The physical adept using thisability has exceptional resistance to bacterial and viral infections. 
  Each level purchased adds an extra die to any roll to resist damage from diseases (including VITAS and 
  HMHVV). Dwarf adepts add this to their natural resistance to disease.  
   
  Power Blow 
  Cost: 0.5 per +1  
  Source: Page 13, N.E.R.P.S. Shadowlore 
  Author: Mark Mohan <MCM@bton.uk.ac> 
   
  This ability allows to adept to focus his/her chi (magical power) into any blow! 
   
  This skill does not need a bare-handed attack.  It focuses magical energy into the point of attack, 
  so the character adds the influence of the Power Blow to any melee attacks (ranged combat cannot be 
  improved, because of the high speed of the projectile, and the fact that the adept cannot be in direct contact 
  with the projectile to channel the magical energy.)  Each .5 adds +1 to the power (STR) of the attack.  Note 
  that this ability cannot be used with devices such as stun gloves, stun batons, etc., as their effects are solely 
  technological, and the magic cannot affect the power of the attack.  You can't focus magical energy like this 
  into a non-impact weapon, and stun batons and the like manipulate electricity to achieve their effect. 
  
   
  Projection                                    
  Cost: 2 
  Source: <briddle@marsh.vinu.edu> 
  Author: Shadowdancer  
   
  When the adept chooses this power, he/she can shoot a blast from 
  his/her hands and choose either flame, ice, acid, or energy for the 
  blast.  Elemental effects apply.  Range is Magic x 3, and damage is (1/2 Magic)M.  Target Number is 
  Essence(R).  The adept suffers Drain of [(Power/2) +3] S.  The adept can upgrade the wound severity by 1 
  for every 2.5 magic spent (i.e., from M to D costs 5 magic). 
   
  Rapid Healing 
  Cost: 0.5 per level 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  The adept recovers more quickly than normal from all forms of injury, using magical energy to 
  boost the normal healing process. Each level of the power adds one die to the adept's Body Attribute for 
  purposes of Healing Tests as well as Body Tests to determine if the adept suffers a crippling injury from a 
  Deadly Wound. The power does not increase resistance to injury, toxins or pathogens, but does allow the 
  adept to recover from them more quickly. Rapid healing has no effect on possible magic loss due to Deadly 
  Wounds. 
   
  Regeneration 
  Cost: 10  
  Source: <mercenaryx@aol.com> 
  Author: MercenaryX  
   
  This power makes your condition monitors drop five squares every turn. If you ever take a deadly 
  wound you make a body(8) test to see if you survive, if you get one success you live and your condition 
  monitor drops 5 squares the next turn.  
   
  Restore Life  
  Cost: 1 
  Source: White Wolf #38 
  Author: David Perry 
   
  This power allows a physical adept to heal physical wounds at a extremely fast rate. The adept 
  must enter a trance to use this power. The physical adept will heal 1 physical box every 10 minutes or 1 
  wound level every + hour, which ever is faster. It takes 1 full combat turn to wake up from the trance.  
   
  Rooting 
  Cost: 0.25 per level 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  This power allows the adept to extend the force of his aura to "root" to the ground with the 
  expenditure of a Simple Action and a moment's concentration, becoming a literal immovable object. Each 
  level adds one die to the adept's Tests to resist being knocked down, thrown, levitated or otherwise moved 
  against his will. The adept cannot take movement actions while using this power, but can otherwise act 
  normally including combat actions. 
   
  Sixth Sense 
  Cost: 0.5 
  Source: Neo-Anarchist’s Guide to Magic 
  Author: FASA Crew 
   
  The adept has a magical ability to sense immediate danger. Occultists speculate that the power is a 
  very limited form of precognition that gives the adept a split-second insight into the future. When potential 
  danger threatens, the gamemaster makes a secret Perception Test using the adept's Intelligence with a 
  Target Number based on how obvious the danger is: 4 for threats in the adept's line of sight (such as 
  
  someone about to pull a gun), 6 for threats out of line of sight (like a concealed sniper or trap) and 10 for 
  threats in astral space (like a spirit or ritual sending). If the test is successful the adept gets a general feeling 
  of danger and cannot be Surprised by the threat. The adept does not automatically know what the threat is, 
  only it's general distance (near or far) and the relative level of danger. The adept can only sense dangers 
  that threaten personal harm, not danger for others. 
   
  Shattering Blow 
  Cost: 0.5 per die 
  Source: Page 12, N.E.R.P.S. Shadowlore 
  Author: Mark Mohan <MCM@bton.uk.ac> 
   
  The adept summons all of his/her focus: mental, physical, and magical, into a dramatic move 
  which can destroy the hardest stone! 
   
  The adept makes an unresisted test with a number of dice equal to the number of purchased 
  Shattering Blow dice vs. the Barrier Rating of the object of the attack. 
   
  One or more successes and the object is broken (5+ successes would be incredibly impressive and 
  flashy...) 
   
  0 successes and nothing happens.  The adept likely has a slightly sore limb and a bit of 
  embarrassment, but nothing more. 
   
  Roll of Ones and your in the pits.  The limb is broken.  Do not pass GO, proceed directly to the 
  nearest Doc. 
   
  If used against living targets, the combat attack is treated as an Aimed Blow.  If the attack 
  succeeds, then the area is broken.  The recipient of the blow can't move the limb, because it becomes quite 
  painful.  For game purposes, the broken limb cannot be used at all (no shooting with it, no wielding of 
  weapons, no grappling, etc.), but, of course, GM discretion should be applied. 
   
  The damage level to break various body parts is different.  For hands/feet/other small "limbs", it 
  requires a Moderate damage level.  For medium-sized limbs (arms, legs, etc.) and ribs, it requires a Serious 
  damage level.  For necks and skulls (ouch!) it requires a Deadly damage level.  
   
  Sonic Scream  
  Cost: see below  
  Source: White Wolf #38 
  Author: Herbert L. Helzer II 
   
  This power allows the physical adept to create a yell/scream that can be hear from a great 
  distance. The force of this scream is so great that it can shatter glass, deafen people, or even knock people 
  out. Such an attack leave people with a ringing sound in their head which causes deafness for a number of 
  minutes equal to the adept's magic rating and also create a +2 modifier to all target numbers, unless the 
  person has some sound damping which would then ignore the these effects. The area effect radius is equal 
  to the adept's magic rating in meters. Any distance beyond that radius and the power begins to drop 1 point 
  per meter. The adept rolls his/her magic rating versus a target number is 4. For every 2 net successes raises 
  the wound level by 1. People resistance this attack using body. All damage is Stun. Anybody wearing 
  protective head gear lowers the power rating by the impact armor rating of the head gear. Anyone one who 
  has sound dampers lower the power by 4. Sing skill will add a number of dice to the attack equal to the 
  skill's rating.  
   
  Damage Level
  Cost
  (Willpower/2)L 
  1 
  (Willpower)L 
  2 
  (Willpower)M 
  4 
  (Willpower)S 
  8 
   
  Steel Fingers 
  Cost: 0.5 per point 
  Source: Page 13, N.E.R.P.S. Shadowlore 
  Author: Mark Mohan <MCM@bton.uk.ac> 
  
   
  The adept has practiced thrusting his/her fingers into soil and sand while focusing his/her magical 
  energies to obtain this discipline, and can penetrate through most forms of body armor.  Why, even plate 
  mail is said to be useless against a master of Steel Fingers! 
   
  For game purposes, each .5 spent negates one point of impact armor in melee combat.  Masters of 
  this skill also make superb gardeners. 
   
  Stone Breathing  
  Cost: 0.5  
  Source: White Wolf #38 
  Author: David Perry 
   
  This power allows physical adepts to go for a prolonged period of time without oxygen. The 
  amount of time is equal to the adept's magic rating or the magic rating minus the number of minutes the 
  adept is exerting him/her/herself. After this time period the adept must spent 1 minute to catch his/her 
  breath before the adept can reuse this power.  
   
  Strength Boost 
  Cost: 2 
  Source: <calvinoi@freenet.scri.fsu.edu> 
  Author: Calvinoi MindFlyer  
   
  The master of Strength Boost is like a magical Troll.  By summoning all of his/her will, spirit, and 
  magical force and concentrating it all at once, the adept can lift the heaviest boulder and heave-ho the 
  heaviest object. 
   
  If used out of combat, the adept must go into a trance for 30 seconds, at which time all hits to the 
  adept's body are felt and affect his/her body normally, but are totally ignored.  After this trance, the adept 
  has 10 seconds to use his/her Strength Boost.  Strength Boost has but one effect: it effectively doubles the 
  adept's Strength.  So, it allows (within the 10 seconds) the adept to lift unusually heavy objects and/or move 
  them.  The exact moment the 10 seconds ends, the adept's Strength returns to normal (things can get 
  uncomfortable if none of the teammates has a watch...) 
   
  If used in combat, the adept must spend 1 turn focusing on the Strength Bonus.  The adept must 
  decide at the beginning of the Combat Turn that he/she wishes to spend that turn focusing.  The adept may 
  then take no other actions that round unless they wish to forfeit the Strength bonus next round.  The 
  Strength Bonus can then be used for the one entire Combat Turn following the turn spent focusing, but after 
  this period, the Strength returns to normal. 
   
  GM's may choose to give the adept a disadvantage while they focus.  Some recommendations are: 
  lower Body, take Drain, lower Willpower. 
   
  Stretch Attack                      
  Cost: 1.5 per level    
  Source: <briddle@marsh.vinu.edu> 
  Author: Shadowdancer  
   
  This power allows the arms or legs to stretch to cover distances.  Each level allows the physad to 
  stretch Arms/Legs one meter; +1 reach in combat.  The maximum level is 3. 
   
  Suspended State 
  Cost: 1 point 
  Souce: Page 34, Grimoire (Revised Edition) 
  Author: FASA Crew 
   
  The suspended state abilitiy works in a similar manner to the magic spell of hibernate.  It allows 
  the physical adept to place him/herself into a meditative state that slows the bodies metabolism and 
  therefore lowers its requirements for food, water, air, and rate of bleeding.  To determine the effectiveness 
  of the suspended state, roll a number of dice equal to the character's Willpower, adding any meditative 
  Special Skill dice available, against a target number of 4, applying any applicable injury modifiers.  Consult 
  the description of the hibernate spell (p. 157, SRII) and use any successes generated as indicated.  Note that 
  if the GM chooses to use the system discussed in "Meditation: Giving your adept some flexibility", while in 
  suspended state the adept cannot change powers. 
   
  
  Toughness 
  Cost: 0.5 per die 
  Source: <gurth@xs4all.nl> 
  Author: Gurth 
   
  When resisting Stun damage of any kind, the adept adds the toughness dice to her Body or 
  Willpower rating. 
   
  Tough Skin                         
  Cost: 1 per level 
  Source: <briddle@marsh.vinu.edu> 
  Author: Shadowdancer  
   
  Tough skin is a magical variant of the bioware enchancement "Orthoskin."  Skin acquires the same 
  texture and tactile sensations as Orthoskin.  +1 ballistic/+1impact per level. 
   
  Web Of Concealment  
  Cost: see below  
  Source: White Wolf #38 
  Author: David Perry 
   
  This power helps physical adept better hide from people or machines. The 1st level has a base 
  target number of 6 to be defeated and is only good against low-light vision and video cameras. The 2nd 
  level raises the above target number to 8 and also creates a target number of 5 for thermographic vision, but 
  isn't effective against ultrasound detection. The last level is makes it impossible to detect the adept except 
  with ultrasound detection. All the above levels are only for sight and have no effect on sound. An adept 
  with a stealth skill can also roll his/her skill to increase the target number to defeat this power.  
   
  Level
  Cost
  1 
  2.5 
  2 
  4 
  3 
  6 
   
   
  If you have any new stuff that's not in this list, whether your own creation or someone elses, then by all 
  means, please forward me a copy of it!  Also, any input (positive, negative, or just downright mean) is 
  greatly appreciated!  I can be e-mailed at calvinoi@freenet.scri.fsu.edu!  Thanks.  I will try and keep this 
  Handybook updated. 
  
  Meditation, Part 1 
   
  The following is excerpted and paraphrased from an article originally posted to ShadowRN, the 
  ShadowRun discussion mailing list, by Jolly Roger (taz@media.mit.edu).  Thanks be to him (or her). 
   
   
  Here's an idea.  Let a Physical Adept choose the modifications he wants for the next day when he 
  goes to sleep, keeping to his magic attribute, of course.  Then, if he gets a sufficient amount of sleep (8 
  hours or so), he will wake up with the chosen powers.  If he is woken prematurely, the powers are the same 
  as when 
  he went to sleep.  Makes for a more flexible character.  Again, this may unbalance things. 
   
   
  One way to control things would be that you must sleep, or meditate, a number of hours equal to 
  your magic attribute plus one.  After the first hour, all of the old skills are 'erased.'  Then, the most 
  expensive modification starts to develop, taking a number of hours equal to its magic cost.  This continues 
  until all of the skills have had time to accumulate.  If the physical adept is woken up or his 
  meditation is interrupted for longer than a number of minutes equal to his magic attribute, the process 
  aborts and he is left with whatever modifications had time to fully develop.  Any activity requiring a 
  success test automatically aborts the process.  The Physical Adept will also know when this process is 
  completely over.  So, when he wakes up he can then start to meditate to continue the process. 
   
   
  If the process aborts, the whole thing must be repeated, it can't be picked up from where it left off.  
  Also, everything must be changed if anything is changed.  Even if you prefer to have thermo vision 
  tomorrow instead of low-light, all of the mods need to be changed. This is because the pattern of magic 
  within the body is intricate and must be completely reformed for any change, no matter how minor. 
   
   
  For example, Jobu the Physical Adept picks Increased Reflexes level 2, and Killing Hands 
  (Serious) in preparation of a daylight run for the next day.  His Magic is 6, so he needs to sleep/meditate for 
  7 hours.  Oh, and he's a light sleeper.  He goes to sleep, and after one hour, the mods from the previous day 
  go away, the magic having to reform for his new mods.  The Increased Reflexes cost 4 vs the Serious 
  Hands cost of 2, so they are worked on first.  After 2 hours, his roomie comes home and wakes him up.  
  After a bit of cursing and yelling, nothing that really takes any effort on Jobu's part, he decideds to meditate 
  for the rest of the time.  After 2 hours of meditation, Jobu's magic had developed enough that the Increased 
  Reflexes are in effect.  It has now been five hours, two more hours of meditation before the Serious Hands 
  and fully developed.  Unfortunately, his wife comes home and finds the roomie (read mistress) naked in 
  bed.  She tries to hit Jobu with a frying pan.  Even though she misses, Jobu had to dodge, and the 
  process is aborted.  He will have to start to whole thing over if he wants to utilize those last 2 magic points. 
   
   
  To further restrict things, you may require that the Physical Adept go through the whole thing 
  every 24 hours, whether or not something has changed, in order to refresh the magic.  Or change this to 48 
  hours or whatever. 
   
   
   
  Meditation, Part 2 
   
  The following is excerpted and paraphrased from an article originally sent to me by Gary Carroll 
  (gary@NACM.COM).  It offers a viable alternative to the previously discussed form of meditation.  
  Many thanks to him. 
   
  I thought that meditation was too open.  I thought that there had to be some limit to which abilities you 
  could know.  That way there would be some form of goal, and or a reason to interact with other physical 
  adepts and even a reason to form a group.  Soooooo, I decided to make this limitation. 
   
  
  When selecting meditation you are allowed to select an ability for every magic rating point, not including 
  meditation, (including a new ability for every magic increase due to initiation) 
   
  Example: I pick increased reflexes, astral perception, killing hands, improved ability, astral cloak, 
  negamage (a total of 6 skills, corresponding to his 6 magic points) 
   
  Then when using meditation you call allocate to whatever level you want. 
   
  Example: Today, I pick Increased Reflexes level 2 (4pts), Astral Cloak level 2 (1pt), Improved Firearms 1 
  die (1pt) 
  Tomorrow , I choose Increased Eeflexes level 1 (1pt), Astral Perception (2pts), 
  Killing Hands Serious (2pts), Improved Unarmed 2 dice (1pt) 
   
  This gives some limits to meditation, and also gives the GM some room for role playing and getting new 
  adept skills. (i.e. maybe you can only start with 1/magic rating but you can learn 2/magic rating) 
   
   
   
   
   
   
   
   
   
   
   
  Ability Sets: The Physical Adept Skills 
  You Want (I Hope) in Quick 'n' Easy 
  Packages! 
   
  These sets are entirely made up by me.  As you can probably tell, I whipped these up 
  pretty fast (in a couple of minutes, actually...)  Future versions of this Handybook may 
  likely feature others' sets.  These are just to start things off.  Note that these are NOT 
  "Package Deals", just "Packages".  They make skill selection a bit quicker and easier for 
  some people (hence the subtitle, "Quick 'n' Easy"!). 
  
   
  AD&D Thief Set 
  Overall Cost: 5.25  
   
  Alertness (2 die) 
   
  Backstab (Level 3) 
   
  Improved Ability (Stealth: +3 die, Athletics: +2 die) 
   
  Improved Physical Senses (Low-Light Vision, High/Low Frequency Hearing) 
   
  Extended Jump (2 points) 
   
  SR Thief Set 
  Overall Cost: 5.00/5.50/6.00 (Depending upon character's natural 
  quickness and the +1 Quickness: 5.00 is for ≤ Racial Max., 5.50 for up to 
  R.M., and 6.00 for up to 1.5 x R.M.) 
   
  Alertness (1 die) 
   
  Backstab (Level 2) 
   
  Improved Ability (Stealth: +5 die, Athletics +3 die) 
   
  Improved Physical Attribute (Increased Quickness +1) 
   
  Improved Physical Senses (Low-Light/Thermographic Vision, High/Low 
   
   
   
   
   
   
   
   
      Frequency Hearing) 
   
  Anti-Sammie Beginner Set 
  Overall Cost: 6.00 
   
  Increased Reflexes (+1 die) 
   
  Combat Sense (+1 Combat Pool) 
   
  Killing Hands (S) 
   
  Improved Ability (Armed Combat: +2 die) 
   
  Scout Set 
  Overall Cost: 6.00 
   
  Astral Perception 
   
  Alertness (+2 die) 
   
  Improved Ability (Stealth: +2 die) 
   
  Nerve Strike ((Strength)D Stun) 
   
  Demolitions Set 
  Overall Cost: 6.00 
   
  Breaking Blow (4 points) 
   
  Shattering Blow (6 die) 
   
  Power Blow (+2 power) 
   
  Survival Set (by Gurth) 
  Overall cost: 6.00 
   
  Animal Control 
   
  Camouflage (2 points) 
   
  Deep Breathing (2 points) 
   
  Heat/Cold Endurance (4 points) 
   
  Mimicry 
   
  Pain Resistance (1 point) 
  
SOURCE: textdata/thevault/Shadowrun [multi]/3rd Party/Shadowrun The Newest Physical Adepts Handybook.pdf