Adept Powers

Some powers are Active, and require a Spirit Roll (free action) with a penalty equal to the hero’s Essence score. On a failed roll, the hero suffers a level of Fatigue. On a roll of double 1, the hero suffers a level of Fatigue and a Wound.

Power Active? Cost Description
Boost Trait Y 2 Boosts Strength, Vigor, or Agility by one die type for two minutes (three on a raise). This power may be taken more than once, each time it raises the selected attribute by one die type. You must select the trait affected when selecting the power.
Astral Perception 1 Allows the adept to see into the astral realm. It requires a free action to activate, but does not require a Spirit roll.
Body Control 3 Gives permanent +1 to Vigor rolls to soak damage when spending a benny. This power may be taken multiple times.
Enhanced perception 1 Gives permanent +1 to Notice checks. May be taken multiple time.
Improved ability Y 4 Boosts a skill by one die type for two minutes (three on a raise). May be taken multiple times. You must select the skill when selecting the power: Climbing, Fighting, Riding, Shooting, Stealth, Swimming, or Throwing.
Improved Reflexes Y 4 Allows one extra action per combat round without a Multi-action Penalty. This power may be taken up to 3 times.
Does not supercede limitations on repeated actions in a round (pg 66)
Improved sense 2 This power gives an improved sensory ability not normally possessed by your race. Choose one of the following: Low-light Vision, Thermal Vision, High Freq Hearing, Low Freq Hearing, Improved Scent, Improved Taste, Sound Dampening.
Killing Hands 2 Gives unarmed attacks an AP of +1. May be taken multiple times.
Mystic Armor Y 3 Boosts Toughness by +1 for two minutes (three on a raise). May be taken multiple times.

Adept Powers

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