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BODYTECH |
GEAR |
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Adepts are the best Origin to play because
with all of their points spent on intrinsic
skills and abilities they have the potential
to be the most purely capable of all characters.
Its all about the skillz, bro. |
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Adepts are essentially normal, unaltered
humans who survive as Runners by being extremely
competant in whatever it is that they do.
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STARTING BONUS |
Adepts are all about having the right tools
for the right job, whether those tools be
Skills or Gear or some combination of both.
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REALLOCATE RESOURCES |
At character creation a Player making an
Adept can can opt to redistribute the free
Resource Pool Points that they start play
with.
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For instance they could take the free points
they get for their Contact / Follower Pool
and allocate them to their Vehicle / Base
Pool or vice versa. |
Every five (5) points of Equipment Pool
converts to two (2) points of either Vehicle
/ Base Pool or Contact / Follower Pool and
vice versa. |
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Vehicle / Base Pool and Contact / Follower
Pool points swap at a 1 to 1 ratio. |
EXTRA RESOURCE POINTS |
Adepts get an extra fifteen (15) points
to spend on increasing their Resource Pool
Points for "free". A Player making
a character doesn't have to account for
these points on their character sheet; they
just annotate their starting Resource Pool
Points at the adjusted levels on their character
sheet.
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The costs for increasing Resource Pool Points
are listed on page 151 of
Dark Champions. |
SUPER SKILLS |
Adepts can have "Super Skills",
special Talents that represent unusual,
cinematic, and otherwise exceptional abilities
over and above what is possible by the mainstream.
Many Super Skills are built as Powers (typically
with the Required Skill Roll Limitation),
but the Special Effect of the ability is
that it is the result of a trained ability
rather than an innate superhuman ability.
Combat Luck and Deadly Blow are considered
Super Skills (per the
Campaign Assumptions).
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Adepts can have up to one (1) Super Skill
per 75 character points, rounded in their
favor. Super Skills always require GM approval. |
It is important that Super Skills be depicted
in a fashion consistent with "Cinematic
Realism" and not be treated as open
ended super powers. |
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BODYTECH |
Adepts can start with
BodyTech, but in addition to paying
character points they must also pay the
going market rate out of their starting
funds for any BodyTech they start with.
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Adepts are far more prone to use
Biofeedback Training than other
Origins, and some Adepts use
PharmiTech to gain an "edge".
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However Long Term Side Effects must be checked
for each dose of PharmiTech the Adept starts
with as explained in the PharmiTech section. |
FOCUS |
As a flavor guideline that has no game effect,
it is common for Adepts to focus on learned
Skills (including Super Skills) and making
full use of their Equipment Pools, but ultimately
that is a decision that is completely up
to the player. |
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