Quality |
Cost/Rating |
Notes
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Exceptional Attribute (Charisma) |
12 |
Maximum possible Charisma is increased by 1
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Bilingual |
5 |
Japanese
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Good looking and knows it |
4 |
Adds +2 edge on Interaction tests with the opposite sex or +1 edge with the same sex
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Mentor Spirit (Dragonslayer) |
10 |
Edge Boosts cost 1 less for Influence tests. If you break a promise, whether by choice or by accident, you take a –1 dice pool modifier to all actions until you make good on your promise. Free Danger sense power.
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SINner |
-8 |
Owns a genuine SIN. Point of Edge for enemies using Trade Icon action on me. 10% increase to any lifestyle costs associated with this SIN.
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Impaired (Strength) x4 |
-32 |
Maximum Strength rating is 4 less (2 max) - Nogitsune is not at all strong; she had a muscle weakening condition as an infant
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Power |
Cost |
Notes
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Vocal Control |
0.5 |
You can control the pitch and modulation of your voice to make it sound the way you want— loud, quiet, resonant, or like some person you want to imitate. Gain Edge when attempting a Con or Influence test that somehow involves your voice. Only one point of Edge may be earned per encounter with this power.
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Traceless Walk |
0.5 |
You don’t disturb the dust, dirt, snow, water, or anything else under your feet as you move, so there is no evidence of your passing. You don’t trigger tripwires, pressure pads, or other traps based on leg movement. Hearing tests to listen for your passage and Outdoors tests to perceive your tracks cannot gain or spend Edge.
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Improved Ability 3 (Stealth) |
1.5 |
Gain 3 points of Stealth Skill.
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Enhanced Accuracy |
0.5 |
Weapons are more accurate and deadly in your hands than in those of normal people. Increase the Attack Rating of any weapon you wield by 2.
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Combat Sense |
0.5 |
This power gives you the ability to anticipate and avoid harm. Gain a +1 dice pool bonus per level on any defensive tests. You always have a chance to make a Perception test to avoid surprise.
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Danger Sense |
Free |
You have a sixth sense for danger, instinctively knowing when it’s nearby and preparing for it. Gain an Edge before making Surprise tests.
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Improved Sense (hearing) |
0.25 |
When making a test involving hearing, you get a bonus Edge, but only if you use it (either alone or in combination with other Edge points) on that test.
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Improved Reflexes 1 |
1 |
This power gives you quick reflexes and anticipation, allowing you to act and react much faster than the normies. For each level of this power, add an Initiative Die and increase your Reaction by 1.
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Body Sculpt |
1 |
Bloody Business (Page 160) SR5:BB -> A further advancement of the Facial Sculpt power, Body Sculpt allows the adept to magically shape his or her full body within limits. While the total body mass does not change dramatically, the body (skeletal bone and muscles) can be elongated, shrunken or otherwise altered to appear like another metatype or a metavariant of its own or target race as long as the change and the difference is not too radical (e.g. wakyambi, nartaki, cyclops). The mass of the adept using this power can change by ten percent at most. Due to the mass difference between rolls and other metahumans, the power does not allow trolls to change into any other metaspecies (and vice versa), only into variants of their own metatype (fomori, minotaur, giant). One of the perks of this power is that it allows the adept to magically age/rejuvenate (in appearance if not in health and energy) and switch phenotypic gender (from male to female and vice versa) by growing or shrinking of primary and secondary sexual organs. All of the effects can be sustains for (Magic) hours. The use of this power gives the adept an additional +2 dice pool modifier for any disguise test. Unlike Facial Sculpt, this power does not come with multiple levels; the +2 bonus is the most that can be gained from the power.
Multiple features can be changed simultaneously with a body+magic test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal. The time required to change one feature is approximately ten minutes. The adept needs another full minute to undo the changes and return their features to normal.
The power does not allow the adept to mimic and express any changeling metagenetic traits. All of their attributes, skills, and powers remain unchanged; only their physical appearance is altered. Activation takes one minute.
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Facial Sculpt |
0.25 |
SR5:SG
This power allows an adept to change his appearance by shifting the muscles, bone structure, and cartilage in his face. Each level purchased gives the adept a +1 dice pool modifier for Disguise Tests. The effect can be sustained for (Magic) hours.
Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening facial hair, and so on. Adepts can even change their face to another metatype of they wish, but they can’t change their body shape. The time required to change one feature is approximately one minute. Multiple features can be changed simultaneously with a Body + Magic Test, with each hit resulting in one additional change. The adept needs another full minute to undo the changes and return their features to normal.
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Keratin Control |
0.5 |
SR5:SG
The adept has the ability to accelerate their hair, nail, and horn growth within the limits of the adept’s metatype. The adept can go from short, professional appearance to street chic in a matter of hours. The power also allows any hair grown to be straight or curly at the adept’s discretion. Full beards and long hair normally take six hours to grow, but the growth can be accelerated at the cost of one unresisted box of Stun Damage per hour reduction in growth time.
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Melanin Control |
0.5 |
SR5:SG
This power allows the adept to change the color of his skin and/or hair to that of another ethnicity/metatype, limited to the colors normally found in metahuman genetic expressions. The shift costs a Complex Action and lasts for (Magic) hours.
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Name |
Loyalty |
Connection |
Notes
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Daniel Waterton |
2 |
5 |
Seattle Journalist. Put into contact with Yu by Onikuma. Constantly looking for big scoops. Will not hesitate to sell out information. Often found online. A mediocre decker"
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Onikuma ('Demon Bear') |
5 |
5 |
Professional 'troubleshooter' (Sensei). Trained Yu and initiated her. Acts as her mentor. Is a well regarded physical adept prime runner
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Kazumi Watanabe |
1 |
4 |
Yakuza Gang Leader (Kenran-Kai. Shared contact for Yu and Onikuma. Sometimes has jobs for runners. Known to be a good forger"
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Luna |
2 |
3 |
Shapeshifter (Wolf) Mystic Adept Shaman. Owns a small magic shop. Hates Corporations with a passion. Good at enchantments and melee combat"
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Filverel 'Phil' Thigeiros |
1 |
3 |
Tir Tairngire Exiled Noble. Forced out of Tir Tairngire, this exile nobleman now leads a smuggling operation. Knows Sperethiel and English fluently
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Ami Fujimura-Miller |
3 |
3 |
Mitsuhama Computer Technologies Corporate Secretary. Met Yu at a social event. Became friendly due to similar ancestry and issues being a 'half'. Works as a senior secretary for Shiawase on weekdays, sometimes on weekends . Helpful Roommate (+2 Loyalty)
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Jon McKenna |
1 |
9 |
Evo Executive. Yu somehow has this executive's email and, sometimes, they even respond… for a price. With enough contact they might have some juicy runs. Perhaps.
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Koshojin |
3 |
6 |
Fixer. Prominent Seattle Fixer. Very well connected and seems to never sleep. Is capable of getting hold of most firearms
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