"Pooched" in this context means fubared. Fuxx0red. B0rked. Screwed. The people who came up with powers like Kinesics, they're the ones who decided that adepts now have to by far outshine mundanes in the adept's specific field.
Now, I do agree with the fact that adepts who specialize are going to do things a whole lot better than a mundane. That's the power of the mundane, is versatility. But there's nothing saying an adept can't be versatile. At character creation, 6 points of power can get you Increased Reflexes 2, Improved Pistols 2, Improved Negotiations 2 and Kinesics 1. Or if you want to take a Geas on your powers, you can get Kinesics 2 and a couple of additional Senses. That's pretty versatile.
What gets me about these powers, though, is that many of them don't 'blur the lines' -- they give adepts clearly defined bonuses that the mundane can't have. I don't mind 'Improved Ability: Social Skills' all that much, because a mundane can get the same thing, just by dumping all that karma he's not paying to Initiate, into Etiquette, Negotiation and Intimidation. What I mind are powers like 'Kinesics', which give the adept a -1 to -3 target number modifier to all social interaction tests. An adept with Kinesics will always out-negotiate a Johnson, because that adept can lower the Johnson's effective Intelligence.
A lot of these powers I can see how to duplicate with cyberware, and there's some cases where cyberware will fubar the power in question. Like Kinesics: gifted at reading others' body language and mimicking their cues to their advantage, eh? Must be a pain and a half when dealing with someone who's using Skillwires,
because their body is giving off the wrong cues! Or facial sculpt and melatonin control, which is easily duplicated through ruthenium sheathing and some DNI-controlled sacs under the skin of the face, which change facial features (I got this idea out of the
When Gravity Fails sourcebook for Cyberpunk 2020). Heck, a lot of these powers came from cyberware, like Voice Control, except that it's a version for adepts, so now they don't have to spend essence on a voice modulator with the playback and other options. Or Sustenance, the Sleep Regulator for adepts.
Still, other powers seem... b0rked. Linguistics? Whose idea was it to give the adept free karma? Give an adept this and 3 levels of Mnemonic Enhancers and he would effectively know every language on Earth at an effective rating of 4 (well, 1 plus 3 dice) just by listening to it for a few hours. My linguistic adept would just keep his telecomm on SCOLA and suddenly he's much in demand by the UN for being a translator for every language on the face of the planet. Cool Resolve? Don't they already get this, through Improved Ability: Social Skills? 6 dice in Negotiations...
And then we have the magical buddy-powers, which just scream trouble, to me. When you've got a small game going with two or three players, sure, these don't look like much. But when sitting down at a table to run
Shadowrun Missions, I don't want to find that my six runners are really five runners and a living power battery for his buddy, the Ubermage.
But let's get into the powers, specifically, shall we?
Aid Spell: I shudder at the thought of the Troll Buddy PC with Aid Spell 6, maxed-out Body and Willpower, whose job it is to act as a Rating 6 Power Focus _and_ living wall for his buddy the Mage. Talk about blowing away the power curve.
Animal Empathy: Craig's right, this whole system seems rather ill-defined to me. I'm aware that the upcoming
Running Wild will most likely have rules for this sort of thing, but it would have been better to put
all of the rules in one location.
Commanding Voice: This power seems like a wimped-out version of Control Thoughts, to me; my question here is, since this power works on subliminals, shouldn't a voice modulator
also be able to do this? Even moreso, since the voice modulator could be doing it on a subconscious level, i.e. a barely-audible level to the [meta]human ear, while the PC is speaking about something else in a more audible tone. They've known how subliminals work since the early part of the 20th century, after all.
Cool Resolve: This power seems to me to be Counterstrike for Social Adepts. Again, this is a power that pooches the mundanes, by giving the adepts a defense that the mundane can never have. However, since this power gives the adept 'a confident and unflappable presence in social situations', this power could also be given through drugs (like derivatives of novacoke).
Deep Rooting: So this is like Rooting except it makes you a stable platform for weapons fire, right? Cool beans, sounds like the adept version of Foot Jacks and the Cyberarm Gyromount, only for a lot less cost (considering that to get Foot Jacks and the Cyberarm Gyromount, you need two partial cyberlegs and a partial cyberarm at least).
Eidetic Sense Memory: Come up with a rate at which pages are read by an adept (I suggest Intelligence number of pages (assuming a paperback novel, newspaper/screamsheet or screen of information) per minute, then figure out what this power does. Although the
funny thing is that in the 21st century,
literacy is a dying skill! Mundanes get better use out of Mnemonic Enhancers, or just cybersenses with recorders (with the additional benefit of being able to transmit recorded data).
Elemental Strike: I've actually had this power for years in my own campaigns, but it's a meta-ability (like metamagic for adepts, something they can learn upon Initiation). I don't agree with the cost of 0.5, given the abilties that giving the strike the effect of Fire, Lightning or Ice can do, but then I also allow it to work with Distance Strike in my game.
Empathic Healing: Another Buddy power, this one essential since it lets the Buddy eliminate Phyical Drain as well (as if the Aid Spell didn't make it easier to resist that Drain in the first place). To say nothing of having a Contact with this power. And to me, this power really doesn't seem like something an adept should have anyway, given that their magic is internalized; to me it smacks too much of an actual spell rather than an internal ability. (So does Distance Strike.) Personally I don't think I'd let this one into my campaign; it doesn't b0rk mundanes, it's just not what I'd expect an adept to have.
Empathic Reading: Now what we need is a polygraph attachment for a cyberlimb. This power actually will make PCs shudder; imagine that security guard having six levels in it. Good luck trying to Fast Talk your way into the compound now.
Enhanced Balance: Isn't this an actual sense, sense of balance? Wouldn't it make it simpler to put this under the Improved Sense power, and give -2 for 0.25 Power Points? -2 for 1 power point is way too expensive, in my opinion.
Enthralling Performance: For some reason, when I read this power, my mind immediately flashed back to Uhura's fan dance in
Star Trek V...
Facial Sculpt: Like I said, cyberware should be able to do this much, much easier.
Gliding: This is actually a cool power, but I'd have named it 'light step' or something like that. It seems to me like Traceless Walk's next level (and Wall Running is this power's next level). It technically b0rks the mundane, since it's a power the mundane can't have, though. What we need to see are concrete rules for athletic endeavors such as gymnastics, acrobatics, pole vaulting and skating. Yes, the adept would still outshine the mundane in these areas, but there would at least finally be stated ways for the mundanes to get around the areas that these powers let the adepts circumvent.
Improved Ability (Expanded): Crap. As if it weren't bad enough that Centering can give adepts more dice in these skills, now almost all skills can be improved with the use of magic. This power seems like it
severely b0rks the mundanes, until you run into one piece of 'ware that's often overlooked:
Skillwires. A Rating 6 Skillwire system coupled with a skillsoft jukebox and some augmented chips (using the rules in
M&M) turns the mundane into an instant expert in
anything, and with the Chipjack Expert Driver, even nerfed, the mundane's going to have just as much dice as the adept for most of it. This is that whole thing about specialization being the purview of the adept: If the adept spends 3 power points for Improved Negotiations 6, he's going to out-negotiate the mundane. But the mundane can then switch out for his Pistols 6 chipware (with the naturalization modifier so he can use Combat Pool too) and show the Adept how someone shoots a gun. Or drives a car. Or pilots a boat. Or...
Inertia Strike: Sacrificing damage for knockdown? Okay, I can see this, except this sort of thing should be what the martial arts system could do.
Iron Gut: An overpriced version of Ingested Toxin Filters, in my opinion.
Iron Lungs: I've had a version of this in my campaign which is similar in many respects, but has additional powers and slightly different attributes (rather than allowing the adept to hold his breath longer, it slows down the rate of oxygen consumption in the adept's body requiring less breaths to be taken). Like Craig said, Internal Air Tanks are actually far more effective except for the fact that they cost a full point of Essence to install (but hell, if you're going to get them, get cybereyes and a smartlink as well, make
full use of that lost Essence point, I always say).
Kinesics: Whoever came up with this needs to turn in their Shadowrun books and go back to playing
D&D <j/k, mostly>. This power makes Dunkelzahn's spirit cry for the poor mundane fixers, Johnsons and fences that the PC social adepts will be pooching left and right. Not only does it give extra dice to _all_ social skills in a social situation, it provides an uncompensatable-for target number bonus for the adept. In my campaign, anyone who negotiates against a person with this power will quickly start refusing to negotiate
at all with that character, because they know this power allows the adept to manipulate the situation unfairly. There are ways around this -- this power would be useless in the Matrix (What body language and personal clues does
your icon give off?) or in situations where the opposed negotiator can't see the target (like a vidphone with the vidlink turned off). But these situations aren't presented in the rules.
Linguistics: Linguistics + Mnemonic Enhancer 3 + SCOLA TV= Instant Translator, no karma cost. There are a lot of better ways this power could have been thought up. I don't think the writer was smoking something... I think that person was being horribly lazy. Mind you, this power isn't so bad, considering that a person with a chipjack can know almost any language at any rating he wants, just for putting out the cash... but still. Free karma?
Living Focus: Another Mage-Buddy power, which lets said Mage-Buddy work as a sustaining focus too. But there's no mention of whether or not the magician in question needs to be near the Mage-Buddy for this power to work. It also doesn't say whether this counts towards Focus Addiction. The idea of hiring a few of these guys as Level 2 or Level 3 Contacts and then having them maintain my character's Improved Reflexes +3d, Improved Willpower 6 and Improved Invisibility spells sounds great to me. I'll give them all Aid Spell too, so I can use all those extra dice to cast the spells in the first place... yeah. This is sheer munchkinism just waiting to happen.
Melanin Control: I don't get it. Why not just one power that helps with Disguise? Like I said before, cyberware can do this much easier and more effectively.
Motion Sense: Like Craig said, this power isn't half as useful as Ultrasound Vision, especially given that Background Count applies against it. And as a sense, shouldn't it be under the Improved Senses table, at a cost of 0.25 points?
Multi-Tasking: I don't get this one either. What use is an extra free action per turn (unless you have the next power as well)? For 0.5 essence you can get a smartlink which gives you most of the benefit of this power, the next power,
and -2 TN on your shooting to boot.
Nimble Fingers: See above.
Pain Relief: Another Mage-Buddy power, and this one gives the Mage-Buddy the ability to get rid of Stun Drain. I foresee people getting their semi-interested friends to play Mage-Buddy PCs with Aid Spell 6, Empathic Healing, Living Focus and Pain Relief. And I will turn to them and say 'Not at my table, you don't.' Oh, sure, it takes 30 minutes to do (divided by the number of successes), and only alleviates one level of damage... but then if said mage has Symbiotes 3 (which he can actually have without sacrificing Magic, check out the new errata), he heals Drain even faster! Besides which, wasn't the whole
point of Drain supposed to be the fact that Mages have drawbacks to casting spells? This power + mage with Symbiotes, why bother having Drain in the first place?
Penetrating Strike: Actually a decent power, it lets the adept increase the Power of his attacks when he's maxed out on Strength. Nice idea.
Resilience: Also a nice power.
Side Step: Say hello to the concept of adepts as the ultimate masters of combat. Say goodbye to mundanes ever hoping to compete with them. This power lets the adept save his actual Combat Pool dice for offensive capability, and spend these dice for dodging. Still, at least it's only Pool Dice -- and there are other, cheesier powers to get before dropping 3-5 points into this power. But when they do, forget it. You're not going to outfight an adept with this power... at least, not on the first Pass.
Sprint: This power was already included in the game. It was called 'Improved Ability: Athletics'. What Sprint does is let you now have two extra autosuccesses when rolling Athletics to improve ground speed. All for only 0.25 points of power. And it lets the adept roll Athletics too! But wait, didn't we get rid of autosuccesses with second edition Shadowrun?
Sustenance: Erm... sleep regulator and digestive expansion for adepts? How does this power work with, say, Symbiotes, or a Suprathyroid Gland? If your body processes food and drink more efficiently, shouldn't this give you a
penalty against toxic substances ingested by the adept (since the toxin is being spread more rapidly)? Plus, I don't care what this power says, you only rent beer by the hour.
Three-Dimensional Memory: I think that's a typo; it probably should read 'Magic Attribute x 10' or 'Magic Attribute x Intelligence'. Now, would Eidetic Sense Memory help this power out? It should. What about Mnemonic Enhancers? Otherwise, this is just an orientation system for adepts. Less useful, too, given that a mundane with an orientation system, cybereyes and a router to link them could just as easily edit his own maps and store them indefinitely.
Voice Control: Seems like it's written specifically so if you're considering getting Commanding Voice, you may as well get this power to complete the ability. And other than the ability to 'throw' one's voice, this power is really a very wimpy version of the Voice Modulator with Playback functions.
Wall Running: While this sounds like a neat power, I can't help thinking that the writer was playing the new
Prince of Persia: The Sands of Time game while thinking up new powers. And aside from running and jumping puzzles like in that game, I can't figure out what use this power is that Improved Ability (Athletics) didn't already accomplish in some way. But at least it wasn't Gecko Crawl for adepts.
As far as the metamagics go,
Attunement sounds like what Craig said -- that people are starting to get into this idea of controlling animals, and want powers and abilities to match. I can understand attunement to items -- okay, maybe attuning a car is a bit much; after all, it's a big hunk of machinery, but okay. The animal thing though, I just get the idea that people have been playing MMORPG's too long and want to have Animal Trainers in Shadowrun. Or worse -- 'Hell Hound! I Choose You!'
Cognition - Center for perception tests? Why didn't you just call this 'Centering (Mental)'? While I can appreciate that it takes the adept karma to Initiate, learn Centering, and the Centering skill needed, I shudder to think about what happens when you allow said adept to
also have Mnemonic Enhancers with this ability.
Empower Animal Companion - 'Hell Hound digivolve to...' Yeah, this is all well and good until someone tries to talk me into owning a tiger. Or a silverback gorilla. Or a bear. Um... no.
Infusion - Not In My Campaign, You Don't. Free powers for a roll of the dice? Even with the Drain resistance test, and the mandatory burnout, I wouldn't use this. Like Craig said, it's too much number-crunching and bookkeeping for one, and for two it lets the adept get free powers where the mundane doesn't have this option.
Limited Astral Perception - Now if only aspected mages could learn this metamagic technique.
Somatic Control - Doesn't Infusion already give the adept control over his body's own somatic gifts? And this one takes the mundane's forte, flexibility, and gives it to the adept. You can go from having a 9 Body (for damage resistance) to a 9 Strength (for punching) to a 9 Quickness (for running the hell away). Whoever thought of this - thank you SO much for b0rking the mundanes.
Virtuoso - Um... I agree that this is rife for munchkinism. This metamagic
really requires strong GM control, and in games without that kind of control, it has the potential for huge amounts of abuse. A Dancer with a Virtuoso dance... a Singer with a virtuoso song... walking down a dark alleyway, suddenly confronted by a rival gang, and the magician turns to the adept and says 'Quick, start doing that one thing you do...' Hmm, I see potentials for humor too.

I'm not going to get into the various other magical abilities here, like Craig did. Most of the powers presented were fine, in my opinion, but like I said, a few just b0rk the whole setup. Like Kinesics. Like Linguistics. Infusion, gah. Somatic Control, ugh. What were you people thinking?
One more thing I'd like to add, directed at Crimsondude 2.0: Screw the mundanes? In any game you are in,
mein freund, there had better not be limits on mage PCs. Otherwise it's forcing people to be screwed. You want to be a hypocrite, go ahead. But this game is based on mages being rare, and quite frankly that means that the game forces people to get b0rked for theme. Until that basic concept is fixed, balance is needed.
That's all. Discuss at leisure.