Adept Talents
Martial Arts
Casting Time 0, Power 0
An adept is a master of unarmed combat and can use the Martial Arts Skill, Knife Hand replaces the normal basic Brawling strike.
Fleet of Foot
Casting Time 0, Self, Power 0
An adept's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armour, Cloth or Leather, and not carrying a heavy load. Apply this bonus before modifying the adept's speed because of any load carried or armour worn. This bonus stacks with any other bonuses to the adept's land speed.
Evasion
Casting Time 1, Power 1, Self
An adept can avoid even magical and unusual attacks with great agility. If he succeeds at an Evasion test against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the adept is wearing up to Leather armour. A helpless adept does not gain the benefit of evasion. Or if he cannot move out of the area of effect or find adequate cover.
Hard to Hit
Casting Time 0, Power 0
An adept is trained to defend his self from attacks and gains a +10% modifier to the Evade Skill.
Provoke
Casting Time 0, Power 1, Ranged 30’, Martial Arts rank 50%+
An Adept can choose to make a bonus “free” action and make an opposed Persuasion vs Persistence roll to force an enemy to become so enraged that they will only attack the Adept and leave their current target alone on their next action.
High Jump
Casting Time 1, Power 2, Self, Martial Arts rank 80%+
An adept can jump a vertical distance equal to his current movement rate.
Rejuvenation
Casting Time 2, Power 3, Self, Martial Arts rank 60%+
An adept can heal his own wounds as a standard action. He can heal a number of health damage equal half to his Spirit Attribute score.
Slow Fall
Casting Time 1, Power 1, Self, Martial Arts 50%+
As long as an adept is within arm's reach of a wall can use it to slow his descent. He takes damage as if the fall were 20 feet shorter than it actually is.
Knife Hand
Casting Time 1, Power 0, Touch, Martial Arts rank 50%+
The basic hand strike of the adept delivers 3D6 damage. This supersedes the basic Brawling Strike.
Weapon Focus
Casting time 1, Power 3, Duration 10
An Adept can imbue the weapon they are using with magical energies. The weapon gains +10% to hit and does an additional 1D6 dmg.
Spear Hand
Casting Time 1, Power 2, Touch, Martial Arts rank 65%+
A vicious strike to a vulnerable area causes 4D6 damage.
Tiger Palm
Casting Time 1, Power 2, Touch, Martial Arts rank 80%+
Attacking with the palm of the hand the strike reduces armour rating by half and causing 3D6 damage.
Leopard Kick
Casting Time 1, Power 2, Touch, Martial Arts rank 50%+
This rapid chi powered kick can stun your opponent, a resisted Resilience test is require or be stunned and loose the next action. The kick causes 5D6 damage to a single target.
Spinning Crane Kick
Casting Time 1, Power 3, AOE, Martial Arts rank 65%+
You spin whilst kicking in the air, striking all opponents within 5’ for 5D6 damage
Crackling Jade Lightning
Casting Time 1, Power 6, Ranged 60’, Martial Arts Ranks 95%+
The pinnacle of the adept’s martial power channels a burst of chi lightning at an opponent up to 60’ away causing 1D4X10 damage