- Astral Adept
- Astral Adepts are a different hybrid between Magicians and Adepts.
- Astral Adepts choose whether to dedicate their individual Magic attribute points toward somatic Adept powers (gaining 1 Power point per Magic attribute point allocated) or towards Magic skills. Astral Adepts must choose a Magic class, either Spellcasting or Conjuring, the other is banned to them.
- A character must purchase this quality in order to be Astral Adept and starts with a Magic attribute of 1. This may be increased like any other attribute, up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 73). A character with this quality cannot take the Adept, Magician, Mystic Adept, or Technomancer qualities.
- Unlike Adepts, Astral Adepts do have access to Astral Space, as if they had purchased the Astral Perception adept power. In addition to Perception, Astral Adepts may also Astrally Project like a full Magician.
- Though this quality is inexpensive, Gamemasters should be careful not to allow it to be abused. It should only be taken for characters that intend to explore their nature as Astral Adepts.
Cost: 10 BP