More options the better…
Options
Cost: 1 PP per level
Activation: Passive
Better to have options. For each level spend in this power, you gain one level to your magic if you are a mystic adept.
Thoughts?
More options the better…
Options
Cost: 1 PP per level
Activation: Passive
Better to have options. For each level spend in this power, you gain one level to your magic if you are a mystic adept.
Thoughts?
Light em’up!
Lighting Touch
Cost: 0.5 PP
Activation: Passive
Your hands crackle with power. You are not dealt damage, but when you strike a target, the target takes Electrical elemental damage and impose the Zapped status with a rating equal to net hits on the melee attack test.
Thoughts?
Eat right through them
Acid Touch
Cost: 0.5 PP
Activation: Passive
You coat your hands in acid. You are not dealt damage, but when you strike a target, the target takes Chemical elemental damage and impose the Brittle status with a rating equal to net hits on the melee attack test.
Thoughts?
Shadowrun 6e needs more love. How about an adept power?
Health Transfer
Cost: 1 PP
Activation: major action
Feel better! When you use this power, you touch a willing creature and transfer your health to them. For every one point of stun or physical you lose, the target gains two of the same.
Thoughts?
Shadowrun 6e needs more love. How about an adept power?
Spirit Ray
Cost: 1 PP
Activation: major action
Punch them with your spirit! When you use this power, you make a magic+body check vs. willpower+reaction check. This counts as a direct damage spell with a range of LOS. Net hits +1/2 body are dealt as stun damage. This power has a drain value of 5.
Thoughts?
soo gross!
Acid Spit
Cost: 1 PP
Activation: minor action
Through magic and digestion you can now produce acid spit. As an major action, you can spit acid 30 feet at a single target with DV 5 chemical damage and giving the target the Corroded status with a rating equal to net hits on the attack.
Thoughts?
On to ludacrise speed!
Rapid Movements
Cost: 2 PP per level
Activation: minor action
You move so fast its hurts! After activating this power, you can make one attack per round as a minor action for (Magic) combat rounds. At the end of those combat rounds, experience drain equal to the 2 x level of this power, which you can resist as normal.
Thoughts?
Shadowrun 6e needs more love. How about an adept power?
Hard Target
Cost: 0.5 PP
Activation: Passive
Your just that hard to kill. Gain a point of Edge when you make a defensive test.
Thoughts?
I like Emphatic Healing (Street Grimore), but I’d also like an option where I don’t have to take damage. Let’s see if we can get some balance….
Lay On Hands
Cost: 1 PP Per Level
Activation: Simple Action
Channeling healing in the universe, you infuse the subject with healing power. To accomplish this, the adept makes a Magic +Willpower[levels in Lay On Hands currently active] test. For each hit, heal one box of damage. This damage is healed at the rate of 1 box per initiative pass. You must take a simple action each pass to sustain this power. If you end the power before reaching the total amount of healing available, the extra boxes are lost.
Subjects with lower Essence are harder to heal with this power. Apply a negative modifier equal to this subjects Essence loss (6- current Essence Rating, round down) to the dice pool for the initial check.
Thoughts? Should this be a complex action? Should it be per turn? What are your thoughts?