Adept Powers

Adepts have 10 points to spend on these powers when submitting an application. If they have any Cyber or Bioware the amount of points available will be less as per the Loss of Magic page.
Aid SpellCost: 2Allows a mage to tap into the adept's personal magic. The mage must be touching the adept, but while they're doing so, all spells (sorcery or conjuring) cost one less drain.
Astral PerceptionCost: 3Allows an adept to look into the astral plane.
AwarenessCost: 2Bestows a supernatural awareness of the environment on the adept. This includes awareness when in darkness, of unseen movement and of the gun being leveled behind them.
Body ControlCost: 2Makes the adept almost immune to all but the strongest toxins and diseases
Commanding VoiceCost: 1A short phrase can be spoken by the adept and empowered by their magic. It cannot control minds, but it can influence someone to perform a single, short action.
Delay DamageCost: 2Lets an adept turn their kinetic energy into a timed "charge" when they strike someone. While this can be done with any form of "touch", the inability to put their strength into a casual brush means that an Adept must have Killing Hands to set up this charge without actually attacking someone. When the time is up, the charge "goes off" and the person gets hit.
Distance StrikeCost: 3Adept is able to transmit attacks made by their own body across the a victim within six meters.
Eidetic Sense MemoryCost: 1Gives an adept perfect "photographic memory" for all five senses.
Elemental StrikeCost: 1Allows an adept who already possesses Killing Hands to deepen the magical connection with the power and produce elemental effects
Empathic HealingCost: 2Lets an adept heal someone else by absorbing their wounds onto their own body.
Empathic ReadingCost: 1Gives the adept a remarkable ability to tell when someone is lying.
Empathic SenseCost: 1Lets an adept sense the emotions of others when looking at them without assistance (binoculars, security cameras, ect).
Enthralling PerformanceCost: 1Channels the adept's power into their performance (such as a play, a dance, a guitar solo, ect), instilling it with a hypnotic quality due to its beauty or immersion.
Facial SculptCost: 2Allows the adept to rearrange the bones and structure of their face to appear to be someone else (not a specific someone else, just someone else).
FreefallCost: 1Lets an adept fall around twenty feet without any harm done to them.
GlidingCost: 2Allows an adept to run roughly twenty feet over surfaces that would otherwise not hold their weight, such as tree branches, water, thin ice, ect. Performing a jump or any sort of acrobatic move in this state is rather difficult (next to impossible), and any hope of doing so without breaking through requires Athletics. Without Traceless Walk, branches will still shake and ripples will still form in the water, for example.
Improved SkillCost: 2Pick any one skill on your skills list, you're magically twice as good at it (this can not be used on really fast, really strong, fortitude, perceptive or, fearless).
Iron GutCost: 1The adept can eat and digest just about anything they are physically able to consume.
Killing HandsCost: 2Magically empowers the adept's body to be as damaging as a gunshot when hitting people.
LinguisticsCost: 1The adept has an uncanny facility with languages, able to become conversational within four hours.
Living FocusCost: 2Lets the adept work as a sustaining focus for any spell a mage must sustain.
Magic ResistanceCost: 3Gives an adept a significant resistance to being effected by the work of those using sorcery (and sometimes conjured spirit's powers).
Magic SenseCost: 1Lets an adept sense any magic use (sorcery use, conjuring rituals, spirits using powers, active foci, ect) within chat range.
Magical JumpCost: 1Empowers an adept to leap high enough to reach the roof of a two story building
Magical StrengthCost: 2Makes an adept supernaturally strong (equal to and can be combined with "Really Strong").
Magical SpeedCost: 2Makes an adept supernaturally fast (equal to and can be combined with "Really Fast").
Magical FortitudeCost: 2Makes an adept supernaturally tough to bring down (equal to and can be combined with "Fortitude").
Melanin ControlCost: 1Allows an adept to shift the melanin level in their skin to jet black, pale white, and anything in between.
Missile MasteryCost: 2Makes an adept especially good with the use of throwing weapons such as daggers and shuriken, but also so able to empower projectiles, that pens, credsticks or ID cards can be used as "deadly" weapons.
Missile ParryCost: 2Bestows the supernatural reaction times required to snatch arrows, darts and other "slow moving" projectiles out of the air.
Mystic ArmorCost: 2Wraps the adept in a barrier of magical energy that can slow or stop slower moving (IE: Not bullets, shrapnel, ect) strikes against them.
Pain ReliefCost: 2After at least half an hour of concentration, the adept can channel energy into their hands and into the chakra points of someone else to remove their pain. This is also able to give a mage 2 drain back, that they might have lost (no more).
Pain ResistanceCost: 2Makes an adept almost immune to all but the most horrible pains.
Rapid HealingCost: 2What would be a week of recovery turns it into days, days into hours, and so fourth. This is not in any way wolverine like instant healing. It means that things like bullet wounds which would normally take weeks to fully heal could instead take days. Wounds that are bleeding will clot faster then normal but not within moments, if you have a major injury it isn't going to just stop bleeding and seal over by itself it would still require medical assistance to stop the bleeding because the rapid healing isn't going to work fast enough to stop the bleeding before the character would die of blood loss.
Smashing BlowCost: 2The adept has learned to focus their power when trying to smash through objects such as walls, doors, hoods of cars, ect. With enough time and effort, such an adept can smash through almost anything except thick metals.
Spell ShroudCost: 2Makes the adept almost invisible to detection sorcery. This doesn't apply to someone just peeking into the astral planes with astral perception.
Suspended StateCost: 2An adept can enter into a very deep meditation, slowing blood loss and drastically reducing any need for food, water or oxygen.
SustenanceCost: 1The adept can sustain themselves on only three hours of sleep and one solid meal a day.
Traceless WalkCost: 1Lets an adept move quickly over snow, leaves, thin paper and the like without leaving any signs of passing or making any sound.
True SightCost: 1Lets an adept see through most illusion magic with relative ease.
Voice ControlCost: 1Can control pitch, modulation and tone at will. Adept can mask their voice and reproduce any sound within the range of metahuman vocal cords. While difficult, this ability can be used to defeat voice sensors.
Wall RunCost: 2Allows an adept to run up to around 6 meters on vertical surfaces. (Jumping from the surface requires Athletics)