Some call them a myth, others believe they are unnatural entities that need to be banished or destroyed. The truth is the Adept never had a choice.
For those knowledgeable on the subject, they understand their value in any enterprise, whether it be for righteous or nefarious reasons. As explained in Realms, every Realm comprises a month of the year. And each month has a holy holiday that is celebrated amongst the people. The first baby, across the world, born on this holiday, is blessed/cursed with being an Adept of that month, element and God.
From the moment of birth, their Realm infiltrates them. Some may never know of its existence. Many Adepts die in childbirth or when they are toddlers. It has become a rarity for an Adept to not only become an adult, but to be shaped and molded into someone who understands their power and uses it.
Each Realm has its own ethos and desires and these at times can conflict with an Adept. If a person was born under the Torment Realm holiday but is raised by a good family with values, they may struggle with being a good person, always desiring to do things that they know are wrong but still have the desire to do them. These Adepts have been known as “Problem Children”.
Or an Adept is raised on the streets, hungry and searching for food and shelter. As a Divine Adept, the thought of stealing or hurting someone or even breaking the law, they know is wrong and the internal struggle will pull back and forth on their morals.
Many organizations and churches seek desperately for Adepts. Usually, whole divisions are dedicated to this task. With the inherent power in them, they can be forged into great weapons. Some Adepts go through their whole life never knowing what they are.
First, they have a direct connection with their respective Realm that cannot be shut off/severed except for a “Soul Anchor”. The allows them to cast internally, without fear of sustaining damage that may interrupt or cancel their spell. They may also use non-spell abilities in the same fashion.
If a Valor Adept is attempting to Conjure a Wall of Shields in front of his allies as a vast number of arrows are headed their way and during this time, he is stabbed or hit, he does NOT have to roll a Concentration Check to see if his spell is interrupted. *Once his spell is firmly present on the Natural Realm, then all damage/concentration checks become relevant.
Second, there is no limitation on the Adepts Sustains. Normally a mage can have as many spells going at once equal to half their Willpower. With an Adept, they can have as many as they want, but must still abide by the Fatigue costs.
A Divine Adept has placed three Damage Resistance Shields on his allies, one healing shield on himself, and is using an Aura to help deflect magical damage from his allies as well. This is a total of five Sustains. Normally a character would need a 10 Willpower to do this, but an Adept could have any number.
Third, they have an inherent Resistance to their Realm’s energy. They cannot be harmed by it in anyway, just as an entity of that Realm cannot. With that, they have a vulnerability to the Realm opposite of theirs and receive additional damage or effects from it.
An Adept of the Ice Realm would be Immune to all cold damage. If a Fire spell is used against them, the Bonus Damage Dice of the spellcaster or effect, is considered a Critical prior to initial damage roll.
Below are examples of play styles and/or ways to illustrate the Adepts differences. (Just examples, I encourage you to expound more as you like)
Fire – The individual never gets hot, seems to enjoy extreme heats, hand was placed in smithy’s fire and it wasn’t burnt, always desires to tell the truth even when others don’t want them to or is constantly trying to find and reveal aspects of life and substance.
Ice – The individual loves freezing temperatures, tends to be a loner, doesn’t like to speak of things much or anything not of themselves.
Torment – The individual does not feel or react to pain. Diseases and curses would be no different than a blessing. At times, they desire to hurt and feel it is normal, that all life is pain, that without it, there is no purpose.
Shadow – Secretive, always desiring to be in the background of things. Purposeful ambition but never revealing themselves or their power. Seems to enjoy the dark more often. Has a sense of honor and moral and ethical standing.
There are other Adepts that are born, not of another Realm but of the Natural Realm. These adepts are tied to melee, archery, physical activities, skulking, nature bound, magically enhanced or more socially adept than others.
They are also applied to Magic just not in a Realm manner. A Caster may be skilled in Abjurations where others may struggle or they are able to Lance easier than their peers. People may become specific Discipline or Shaping Adepts.
These Adepts will receive natural bonuses to specific Melee weapon groups or Ranged abilities or Magic Disciplines or Shapings. They can be Adepts of a group of Skills such as Nature or Urban. These are random and are not tied to a holiday or special occasion. Just random people being born with the ability. Due to its randomized structure, Sages have attempted to decipher this anomaly as it does not pertain or have its specifics like the Realm Adepts.
WEAPON GROUP
A Weapon Group Adept is usually praised as the most dangerous because instead of having to put points into Blunt or Slashing, they can simply put points in “Group – Weapons” and treat every weapon they use, at that Rank. They also get -1 Fatigue per Action.
Character has 8 Ranks in Group-Weapon and 6 Ranks in Technique-Attack. He can use ANY weapon at that 14 Ranks regardless if is a Mace to a Dagger.
TECHNIQUE
A Technique Adept can purchase and use every Technique at a x1 Cost instead of the normal x2 Cost. This shows for a very dangerous entity as their weapon progression can be quick with many bonuses.
A Technique Adept is Rank 5 in Attack, Rank 4 in Block and Rank 6 in Parry. A Non-Adept would spend 30 for Attack, 20 for Block and 42 for a total of 92 points. An Adept would spend 15 for Attack, 10 for Block and 21 for Parry.
FOCUS
A Focus Adept can purchase any Focus at x2 instead of the normal x3.
A Focus Adept is Rank 7 in Broadsword and would spend 56 points instead of the normal x3 at 84.
DISCIPLINE
A Discipline Adept can purchase and use every Discipline at a x1 Cost instead of the normal x2 Cost. This shows for a very dangerous entity as their spell progression can be quick with many bonuses.
I.e. A Discipline Adept is Rank 5 in Evocation, Rank 4 in Abjuration and Rank 6 in Summoning. A Non-Adept would spend 30 for Evocation, 20 for Abjuration and 42 for Summoning for a total of 92 points. An Adept would spend 15 for Evocation 10 for Abjuration and 21 Summoning for Parry.
SHAPING
A Shaping Adept can purchase any Shaping at x2 instead of the normal x3.
A Shaping Adept is Rank 7 in Lance and would spend 56 points instead of the normal x3 at 84.