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.
|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 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.|