Adept





Stat Mods: -16 HP, +20 MP, +2 Smarts, +1 Will
Weapons: -6 Pro

Adepts work differently than the other classes. Instead of getting set powers at each 5th level, you are presented with a power tree. You have to select certain powers before others, but you get one power at 1st level, in addition to Meditation, then one power at every 5th level as normal. When you reach 25th level, you get two powers.





Adept Air Power 1: Gale Force (Set Up)
You create a small tunnel of 100 KPH wind.
Major Action • 10 MP
Hit = Smarts vs. Toughness + 10
Pick a direction. You create an area 10 feet wide and 20 feet long. Everyone in the area is pushed backward 5 feet, and if they are hit by the attack, they become Tripped.

Adept Air Power 2: Cyclone (Mass)
You call the winds into a swirling vortex, causing debris to fly.
Major Action • 15 MP
Hit = Pro + ½ level vs. Senses + 10 • Range = 30
Damage = 16
Pick a point within your range. Everyone within 15 feet of that point is targeted.

Adept Air Power 3: Flight (Tech Ultimate)
You spur the winds behind and underneath you, lifting you into the sky. Yeah, you can fly.
Major + Move Action • 15 MP per turn • Daily
You become Airborne. On your following turns, you can either adjust your altitude, rising above or falling into the area that enemies can target when jumping, or move 40 + Smarts ft. horizontally as a Move action. Top altitude is 20 ft. Airborne altitude is 10 ft.

Adept Electricity Power 1: Charge (Tech)
You draw power from a nearby outlet or wire.
Major Action
You must be near a power source (DM’s call). You are now Charged.

Adept Electricity Power 2: Static (Tech)
You touch a foe and send enough electricity along your finger to temporarily paralyze him.
Major Action • 5 MP
Hit = Pro (Unarmed) +3 vs. Speed + 10 • Range = 5
You must be Charged. The target becomes Stunned. You remain Charged.

Adept Electricity Power 3: Discharge (Special)
You discharge all your stored electricity and channel it into a bolt.
Major Action • 10 MP
Hit = Pro vs. Senses + 10 • Range = 40
Damage = level
You must be Charged. You are no longer Charged.

Adept Electricity Power 4: Electrocution (Ultimate)
You cause electricity from a large source to flow into an enemy.
Major + Move Action • 20 MP
Hit = Pro vs. Senses + 10 • Range = 50
Damage = 50

Adept Plant Power 1: Creeping Roots (Set Up)
You tell a tree to grab onto your enemy’s leg.
Major Action • 15 MP
Hit = Smarts vs. Senses + 10
You must be near a large plant. The root you grow moves at a speed of 5 feet per round.

Adept Glass Power 1: Dagger (Special)
You cause a shard of glass to pop out of a nearby window, then throw it at your foe.
Major Action • 10 MP
Hit = Pro vs. Senses + 10 • Range = 20
Damage = 15
There must be a glass pane nearby. You can make this attack as many times as you want in one turn.

Adept Glass Power 2: Claws (Tech)
You shatter a window and shape the glass into three long claws on the back of each of your hands.
Major Action • 10 MP
Hit = Pro (Unarmed) vs. Speed + 10 • Range = 5
Damage = 13 + Power
There must be a glass pane nearby. Your claws last for a number of turns equal to your level / 6.

Adept Glass Power 3: Shard Serpent (Tech Ultimate)
You shatter every window in a 100-ft. radius and form a giant snake made out of floating glass shards. Then you simply point at your target.
Major + Move Action • 45 MP
Hit = Pro + Smarts vs. Senses + 10 • Range = 40
Damage = 60

Adept Metal Power 1: Cage (Tech)
You twine together a cage of metal and place it over an enemy.
Major + Move Action for two turns • 20 MP
Range = 20
There must be a lot of metal nearby. You paralyze the target, and he cannot be attacked with melee weapons. To break the cage, he must make a DC 20 Power check.

Adept Concrete Power 1: Stepping Stones (Tech)
You cause panels of sidewalk to float into the air.
Major Action • 15 MP
Range = 15
There must be a sidewalk. You can levitate up to three panels in any formation, up to a height equal to your level. Each panel can hold a number of pounds equal to your level x 25.

Adept Concrete Power 2: Wall (Tech)
You raise your hand into the air and a panel of sidewalk flips onto it’s side, creating a barricade between you and your enemy.
Major Action • 10 MP
Range = 5
There must be a sidewalk. A panel of sidewalk appears on any side of you. You cannot be attacked from this side.

Adept Concrete Power 3: Plate Armor (Tech)
You kneel down and dip your hands into the sidewalk. The panels liquefy, snaking around you, then harden into a full set of plate armor, complete with spiked gauntlets.
Major + Move Action • 40 MP
There must be a large quantity of concrete. For 3 turns after you use this power, you get +10 to AR and +5 damage to unarmed attacks.

Adept Water Power 1: Sweeping Water (Set Up)
You make water rise up and literally sweep the floor with your enemies.
Major + Move Action • 15 MP
Hit = Smarts vs. Power + 10 • Range = 20
There must be a large source of water. Pick up to 1/5 lvl targets. If the attack hits, the target is Grounded.

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