New Adept Abilities


Skill
Cost
Description
Spider-Climb.....................
3
Enables adept to climb walls as a spider can.   The Adept cannot be carrying more than half his own body weight without being pulled off the wall by gravity.   There are no additional penalties for using other skills while clinging to the side of a wall or hanging upside down.  There are restrictions.   When clinging to walls, structures, ceilings, three points of contact must be maintained.    These do not have to be appendages.    For instance, if an adept was propping himself up on the side of a wall, two feet touching the wall, and his back pressed against the wall...that would suffice as three points of contact.    An adept cannot stand on two feet on a ceiling.     Adepts with this skill also get +2 to target numbers when moving normally along otherwise slippery surfaces.    Adhering to a greased down wall or a wall of ice should be impossible.   GM's feel free to penalize. 
Weapon Bond
1-3
This ability allows the adept to become one with his weapon of choice.   The weapon cannot be a firearm.    It can, however, be a bow (not crossbow), knife, sword, shield, club, dart, bo stick, or any other weapon of skill.     For each point the adept spends on his or her weapon they receive a +1 for skill test involving that specific weapon...not one like it.    For instance, Adept 1 has elected a samuri sword as his Bonded Weapon.     During a scuffle he drops his weapon and picks up another samuri sword.....he loses the bonus.      If by chance the Adept loses his weapon or it is destroyed, he may select a new weapon of similiar design.   He must train with that weapon for (Cost x Weeks) before getting any bonus.    Similar design means you may switch from knife to knife, sword to sword, but not sword to bow, or bow to shield.    A Weapon Focus may be selected as a Bonded Weapon.
Pass Wall
3
This ability allows the adept to change his molecular structure enough to pass through solid objects.    The base drain is Barrier Rating x 1.5 .   This is pitted against the Willpower Attribute.  This is a lengthy procedure requiring concentration, thus an adept cannot allow a bullet or other projectile to pass through him.   The thickness of the wall determines damage level. 
 
 
Thickness Chart
Less than 1 inch Light
Up to 4 inches Moderate
Up to 8 inches Serious
Up to 12 inches Deadly

While there are many rumors of adepts passing through feet of walls, these are still just rumors.    If an adept is rendered unconscious while attempting this, he is forced out of the wall at the point of entry.    Living materials cannot be passed through, such as trees. 

Exceptional Willpower
1
This enables adepts to double their effective willpower for resistence tests against visible magical attacks against them.    The  Drain is 4 Stun, and the power level is the force of the spell/spirit/elemental.     The only requirements to use this are:  Adept must be conscious and aware of the impendiing attack, and the attack must be visible to him.     A fireball is visible, where a general mana dart is not.    An adept may use this ability to see through masks or invisiblity spells at 1.5 x his Willpower (rounded down).    This may not be used for drain purposes, but could be used to resist H-T-H damage from a spirit/elemental.
Alter Weight
1-4
This ability enables the adept to alter his weight by 25%, per point spend.   This could increase or decrease his weight.    This does not include weight carried or does it affect a characters strength.   It would reduce his encumbrance.   This ability allows the adept to lower his body weight to walk across fragile materials, or increase his body weight to increase pressure.   To reduce weight, the drain is (Body/2)M.  To increase weight, the drain is (Body + 1)M.    For each 25% increase of body weight, the adept receives a +1 to either his Body Rating or his Strength Rating (not both, nor can this be changed after selected) and a -1 to Quickness.   For each 25% decrease of weight, the adept receives a +1 to his Quickness Rating and a -1 to either his Strength or Body Rating.    This can be sustained.   The actual size of the person does not change.
Grounding
2
An adept with grounding, is a natural conductor for electricity.    He suffers no damage from electrical sources and cannot be harmed by such means.   The adepts equipment or those touching him may be affected normally. 
Channel Damage 1 This gives the ability to alleviate any Stun Damage caused to himself.   It takes 1 minute per block of damage and cannot be interupted.    It is also an all or nothing ability.   An adept with 9 blocks of stun damage may not attempt to shrug off 1 block of stun damage.   The target number is the number of blocks against a Willpower test, thus an adept with a Willpower of 4 and 6 blocks of stun damage would have a target number of 6.   Drain for this is  special.   The drain is (Blocks)D, however, no real drain damaged is taken, instead, time to alleviate the damage is increased.
 
 
Drain
Light Base Time X 2
Moderate Bade Time X3
Serious Base Time X5
Deadly Base Time X10

If for any reason total consentration is not maintained for the entire period, the ability is negated and the adept suffers the Drain Damage as normal.  For the sake of the game, the adept makes all of his rolls first and figures out the time needed in meditation and would be able to tell the group, "Hey, I'm not to be disturbed for one hour."    An adept that fails his initial attempt must still meditate or suffer the Drain Damage.   An adept that was unsuccessful may not try again for six hours after his meditation period.

Shadowrun Expansions