Please note that very little of this has actually received playtesting at the moment, & is subject to change once I actually get a chance to try it out. For now, it is based on my review of the powers, & what I think is necessary to make them playable, or reduce their effectiveness, as appropriate.
The changes below should work well with no additional changes to the Rules as Written, but some are intended to work with additional house rules. The most prevalent of these are included below:
- Initiate Grade may not exceed 5, & Natural Magic may not exceed 7
- Hardened Armor instead provides automatic Hits on the appropriate Resistance test (AP applies as normal), & Immunity grants Hardened Armor equal to the creatures Magic attribute (opposed to RaW x2)
- The Heal spell can heal Stun damage
- Wired Reflexes cost 11,000
& 1 Essence per level
Input is welcome.
Shadowrun 4
p.187 Critical Strike
Change cost to “0.5 per level�
Add the following sentence to the end of the description:
“This powers level may not exceed half the character’s Magic attribute (round up).�
p.187 Enhanced Perception
Increase the cost to 0.5 per level
Remove the last sentence
p.187 Great Leap
Change the bonus to +2 dice pool modifier per level to jump checks.
p.187 Improved Ability
Change cost to “0.25 per level�
p.187 Improved Physical Attribute
Change cost to “0.5 per level�
Change description to:
“With this power, you can increase a Physical attribute. Each level increases the attribute by one, up to the augmented maximum.�
p.188 Improved Reflexes
Change cost to “1 per level (maximum 3)�
p.188 Improved Sense
Change the description to:
“You have a sensory improvement not normally possessed by your metatype. Available Improved Senses are described here:
Direction Sense: Your sense of direction is so acute you know what direction you are facing, and whether you are above or below the local ground level, with a successful Perception Test.
Improved Scent: You can identify scents in the same way as a bloodhound. You can identify individuals by scent alone, and can tell if someone whose scent you know has been in an area recently with a successful Perception Test. This functions as an Olfactory Booster (p.331) at a rating equal to one-half your Magic attribute (round up).
Improved Taste: You can recognize the ingredients of food or beverage by taste alone. This functions as a Taste Booster (p.331) at a rating equal to one-half your Magic attribute (round up).
Flare Compensation: Your eyes adapt quickly to intense light, allowing you to avoid the effects of flash grenades and similar weapons. This power functions as the flare compensation enhancement (p. 323).
Low-Light Vision: You can see normally in low-light conditions. This functions as the low-light vision enhancement (p.323)
Thermographic Vision: You can see the infrared light spectrum. This functions as the thermographic vision enhancement (p.324)
Vision Enhancement: Your vision is more acute than normal. This functions as the vision enhancement (p.324) at a rating equal to one-half your Magic attribute (round up).
Vision Magnification: You can see distant targets with ease. This functions as the Vision Magnification enhancement (p.324)
Audio Enhancement: Your hearing is more acute than normal. This functions as the audio enhancement (p.324) at a rating equal to one-half your Magic attribute (round up).
Select Sound Filter: You are capable of filtering out sounds. This functions as the select sound filter enhancement (p.324) at a rating equal to one-half your Magic attribute (round up).
Sound Dampening: Your ears are protected from loud noises and adjust quickly to sudden changes in noise level. The sound dampening power functions as the cybernetic damper enhancement (p. 333).
Spatial Recognizer: You can easily locate where sound is coming from. This functions as the spatial recognizer enhancement (p.325) at a rating equal to one-half your Magic attribute (round up).�
p.188 Kinesics
Add the following sentence to the end of the description:
“This powers level may not exceed half the character’s Magic attribute (round up).�
p.188 Missile Parry
Change the description to:
“You are skilled at deflecting slow-moving projectiles out of the air. You receive a +1 dice pool modifier per level to Defense Tests against bows, crossbows, & all thrown weapons. In addition, if your Hits equal or exceed the attackers, you may catch the arrow or weapon & make an immediate attack with it as an interrupt action.
p.188 Natural Immunity
Change bonus to +2 dice pool modifier per level
p.189 Pain Resistance
Change the first paragraph to read:
“You can easily ignore the effects of pain. Reduce your wound modifiers by your Pain Resistance level.
p.189 Rapid Healing
Change bonus to +2 dice pool modifier per level
Street Magic
p.174 Analytics
Change bonus to +2 dice pool modifier per level
p.175 Animal Empathy
Change the second sentence to read:
“You receive a +1 dice pool modifier to all Social Tests made to influence animals (any non-sapient creature).�
p.175 Berserk
Change the cost to 0.5
p.175 Blind Fighting
Change the second sentence to read:
“Reduce all visual penalties by 2.�
p.175 Cloak
Change the second sentence to read:
"The adept receives a +2 dice pool modifier per level to resist active Detection spells, and critters using the Search power to locate her receive a -2 dice pool modifier per level."
p.176 Commanding Voice
Remove Commanding Voice
p.176 Cool Resolve
Change bonus to +2 dice pool modifier per level
p.176 Counterstrike
Change the cost to 0.5
Remove the following from the third sentence:
“The characters level in Counterstrike plus�
p.176 Distance Strike
Change the cost to 1
Change the second sentence to read:
“The powers range is equal to the adept’s Magic attribute in meters, and inflicts damage as normal (including any augmentation or powers).�
p.176 Empathic Healing
Change the description to:
“The adept can heal another by transferring their wounds to himself. As a Complex Action, the adept may heal a touched living creature up to 1 point of Physical or Stun damage per hit on a Magic + Willpower Test (apply a -1 dice pool modifier per point of Essence Loss, rounded down). The adept takes Physical or Stun damage as appropriate equal to one-half the damage healed (round up).
Empathic Healing is subject to the normal restrictions on magical healing.
p.177 Gliding
Change cost to 0.25
p.177 Iron Gut
Remove Iron Gut
p.177 Iron Lungs
Change cost to 0.25
Change description to:
“Iron Lungs grants an adept a dramatically enhanced lung capacity. An adept with Iron Lungs is capable of holding their breath for Magic minutes. In addition, the adept receives a +2 dice pool modifier to resist Fatigue (p.154, SR4)."
p.177 Iron Will
Change bonus to +2 dice pool modifier
p.178 Living Focus
Change cost to 0.5
Change description to:
“Living Focus allows an adept to channel mana in order to sustain a spell affecting him. The adept may sustain any spell targeting solely him, subject to all the normal rules for sustaining spells. The spell’s Force may not exceed the adept’s Magic attribute, & the adept may sustain up to one-half Magic (round up) spells at a single time. While the adept is sustaining the spell, the spell’s caster is not subject to sustaining penalties, & the spell does not end if the caster looses concentration.
p.178 Multi-Tasking
Change the last sentence to read:
“Additionally, an adept with Multi-Tasking gains an additional Free Action per Combat Turn.
p.178 Nerve Strike
Change cost to 0.5
p.179 Pain Relief
Remove Pain Relief
p.179 Penetrating Strike
Change cost to 0.25 per level
Add the following sentence to the end of the description:
“This powers level may not exceed half the character’s Magic attribute (round up).�
p.179 Power Throw
Change cost to 0.5 per level
Add the following sentence to the end of the description:
“This powers level may not exceed half the character’s Magic attribute (round up).�
p.179 Quick Draw
Remove Quick Draw
p.179 Rooting
Change bonus to +2 dice pool modifier per level
p.179 Smashing Blow
Change cost to 0.5
p.179 Temperature Tolerance
Change the description to read:
“An adept with Temperature Tolerance gains a degree of resistance to extreme cold and heat. The adept receives a +2 dice pool modifier to Survival tests made to resist the effects of heat or cold.
p.180 Traceless Walk
Change cost to 0.5
p.180 Wall Running
Change cost to 0.5
Digital Grimoire
p.17 Elemental Resistance
Change name to [Element] Resistance
Change cost to 0.25 per level
Change description to:
“The adept is extraordinarily resistant to a single element. When the power is selected, choose a single element type (p.154-155, SR4 and p.164-165, Street Magic); the adept receives a +2 dice pool modifier per level to resist damage from the selected type.
This power may be selected more than once, choosing a different element type each time.�
p.18 Memory Displacement
Change cost to 0.5
p.18 Power Swim
Change cost to 0.25
p.18 Indomitable Will
Change bonus to +2 dice pool modifier
New Adept Powers
Pathogen/Toxin Immunity
Cost: 1
The adept gains Immunity (p.288, SR4) to Pathogens and Toxins.
[Element] Immunity
Cost: 1
When this power is taken, choose a single element type (p.154-155, SR4 and p.164-165, Street Magic). The adept gains Immunity (p.288, SR4) against the chosen element.
This power may be taken multiple times, choosing a new element each time.