Fighter D&D4e to GURPS adaptation

 While before I had adapted various at-wills from D&D 4e and adapted them to Dungeon Fantasy, I decided to adapt a few D&D classes without tying them to a Dungeon Fantasy in particular. With this in mind, I adapted the most important class mechanics of the fighter, the most interesting fighter powers from the heroic tier, and also have reviewed the powers I've done before.

Houserules

For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis.

 

New Advantages

The Mark [4]

For 10 seconds, an enemy afflicted with a Mark has -2 to all attack rolls against anyone other than the character that marked him. This penalty is not cumulative with other marks. This is usually delivered as a follow-up attack or side-effect or similar, but if you buy the mark by itself, it is a ranged attack with 1/2D –, Max 100, Acc 3,RoF 1, Shots N/A, and Recoil 1.

Obscure 2 [4]; Ranged (+50%); Aspected Only on the target that was hit by the attack roll (-20%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%);

50-20-20-10=0

 

Class Powers

Breakdown: Class Powers is a framework similar to sorcery, where you buy an expensive main advantage, called a Power Source and then buy various specific powers as alternative abilities to that advantage with the cost divided by 5. Unlike sorcery, it doesn't take any time to switch powers because they're all the same type of ability, but you can still only use one at a time.

 

Rules: In order to buy a Class Power you must have the pre-requisite Advantage, each level of this advantage gives you access to powers of that Rank. For example, if you have Discipline at level 2, you may buy fighter powers of ranks 1 and 2. Each rank is also the cost of the power.

Powers are further divided in At-Will Powers, Encounter Powers and Daily Powers. You may learn a maximum of 3 each.

 

At Will Powers: As the name suggests, you may use an at-will power as long as you have bought it. As they're all similar abilities, you may pick which power you intend to use at the moment of your attack. You may not switch more than once per turn, however.

 

Encounter and Daily Powers: To be able to learn encounter and daily powers, you may either buy them at full price, or buy "Encounter Power Slots" and "Daily Power Slots"; The level of the slot indicates the rank of the Power you may learn. Once you use an encounter power, you must spend at least 10 minutes resting before it can be used again. Once you use a Daily Power, it can only be used in the next day, and after at least 1 hour of rest. You may freely switch the powers you store in these slots, but only after the required amount of rest for the slot.

Encounter Power Slot [5.6+2.4 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%;

4*(1+0.5-0.1-0.1-0.2-0.3)=3.2; 3*(1+0.5-0.1-0.1-0.2-0.3)=2.4

3.2+2.4=5.6

 

Daily Power Slot [2.8+1.2 per extra rank]

Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%.

4*(1+0.5-0.1-0.1-0.4-0.5)=1.6; 3*(1+0.5-0.1-0.1-0.4-0.5)=1.2

1.6+1.2=2.8

 

Power Sources

Martial Powers (-10%)

In order to make use of any Martial Power you must have Code of Honor (Soldier) [-10] or Sense of Duty (Nation) [-10].

No Countermeasures -0%, Required Disadvantage -10%

 

Ki Powers (-15%)

In order to make use of any Ki Power you must have one of Code of Honor (Bushido) [-15], Disciplines of Faith (Ascetism) [-15], or a Great Vow (never wear armor, never refuse request for aid, etc) [-15]

No Countermeasures -0%, Required Disadvantage -15%

 

Holy Powers (-15%)

In order to make use of any Divine Power you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10].

Anti-powers -5%, Required Disadvantage -10%

 

Trickery Powers (-5%)

In order to make use of the Trickery Power Source you must have Code of Honor (Outlaw’s) [-5], Sense of Duty (Adventuring Companions) [-5] or a Vow (don't steal from the poor) [-5].

No Countermeasures -0%, Required Disadvantage -5% 

 

The Fighter

Fighter Advantages:

Combat Challenge [5]

Any target you hit with an attack roll is marked for 1 second.

Obscure 2 [4]; Ranged (+50%); Aspected Only on the target that was hit by the attack roll (-20%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); Follow-up: Universal (+50%); Reduced Duration 1/10 (-20%), Martial Power (-10%);

50-20-20-10+50-20-10=20  

4*120%=4.8

 

Combat Superiority [10]

You can make an extra melee attack against marked enemies that attacked one of your allies.

Extra Attack [25]; Doubly Aspected: Marked targets that attacked an ally (-40%); Accessibility: Melee Attacks Only (-20%);

25+(25*-60%)=10

 

Discipline [5/level max 6]

Each level of discipline grants you +1 Leadership, Soldier, Strategy and Tactics. You also get +1 per level on reaction rolls from professional fighters. It is the pre-requisite for Fighter Powers. You cannot have powers of a rank higher than your Discipline level.

 

Fighter Powers

All fighter powers have Discipline as a pre-requisite, and they all use the Martial Power Source. Each power costs [1] per rank. You may only buy powers of a rank equal or lower to your level in Discipline.

 

Rank 1 At-Will powers [1]: 

Crushing Surge

After a successful attack, you gain 4 Ablative DR for 1 minute. This DR isn't cumulative with itself, and once depleted you

DR 4 [20]; Ablative (-80%); Trigger: Successful Attack (-20%);

Full Cost: 20*(1-0.8)=4.0

 

Cleave

You may attempt to cleave two opponents with the same swing! Select two targets that are within reach and adjacent to each other. Each opponent may attempt a defense separately. If the first one parries or blocks the attack, the attack fails instantly. Otherwise, if you hit one or both of them, deal damage as usual.

This is a similar technique to cleave but bought as an advantage with Martial Power (-10%)

Full Cost: 5*(1-0.1)=4.5

 

Resolute Shield

Pre-requisites: You must be wielding a shield.

After a successful attack while wielding a shield, you gain 4DR for 1 second. This DR is not cumulative with itself.

DR 4 [20]; Trigger: Successful Attack (-20%); Reduced Duration 1/60 (-35%); Martial Power (-10%); Requires Item (-10%);

Full Cost: 20*(1+(-0.2-0.35-0.1-0.1))=5

 

Tide of Iron

Prerequisite: You must have a shield on your off-hand.

After a hit with your melee weapon attack you may push any enemy up to your SM +1. Follow all the knockback rules as if you had inflicted 14 crushing damage, but don't actually inflict any damage.

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Requires Shield (-10%); Martial Power (-10%); Aspected: Combat Only (-20%) and only against targets no larger than SM +1 (-20%);

20-20-50+50-10-10-20-20=-60

Full cost: 10*(1-0.6)=4.0

 

Rank 2 At-Will Powers [2]

Footwork Lure

After a successful attack with a weapon, at the end of your turn you may pull the enemy towards you. Follow all the knockback rules as if you had inflicted 14 crushing damage, but don't actually inflict any damage nor cause any collision damage, and instead of pushing the enemy away, pull them towards your direction.

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Reversed Knockback (+0%), Delay (end of turn) (+0%); Martial Power (-10%); Aspected: Combat Only (-20%)

Full Cost: 10*(1+(0.2-0.2-0.5+0.5+0+0-0.1-0.2))=7

 

Sure Strike

You trade power for precision. Make an attack that deals -2 damage or -1 damage per die, whichever is worse, but you halve the enemy DR and you have a +2 to your attack roll.

Technique: Sure Strike at default+2 [6] - which is +4 to default for -2 damage, and -8 for targeting chinks in armor; with Martial Power (-10%)

Full Cost: 6*(1-0.1)=5.4

 

Threatening Rush

After a successful attack after moving at least 2 yards on the same turn (usually All-Out Attacks or Move and Attacks), all enemies within 2 yards around you are Marked for 1 second.

Obscure 2 [4]; Ranged (+50%); Aspected Only on targets hit by the initial area attack (-20%) and only after you move more than 2 yards (-20%); Anti-Targeting (-20%) Accessibility: doesn't affect the caster (-10%); Follow-up: Universal (+50%); Reduced Duration 1/10 (-20%), Martial Power (-10%); Area of Effect 2y (+50%); Emanation (-20%);

Full Cost: 4*(1+(0.5-0.2-0.2-0.2-0.1+0.5-0.2-0.1+0.5-0.2))=5.2

 

Wicked Strike

Pre-Requisite: You must be wielding a two-handed cutting weapon.

You do extra cutting damage equal to your Swing after making an attack with a two-handed cutting weapon.

Natural Weapon Cut 1d6 [7]; Follow-Up Universal (+50); Martial Power (-10%); Cannot Parry (-40%); Two-Handed (-30%), requires (Item) (-10%); Swing only (+20%)

50-10-40-30-10+20=-20

Full Cost: 7*(1+(-0.2))=5.6

 

Rank 1 Encounter Powers [1]

Shield Riposte

Pre-requisite: Shield.

You can make an extra melee attack with your shield against an enemy that has attacked your ally. Since this is a reaction, you must ready this ability on your turn by not using any other power, or pay the full cost.

Extra Attack [25]; Aspected: Target that attacked an you or an ally (-20%); Accessibility: Melee Attacks Only (-20%); Requires Shield (-10%); Martial Power (-10%); Once per Scene (-20%)

Full Cost: 25*(1+(-0.4-0.2-0.1-0.1))=5.0

 

Power Strike

Deal extra damage of the same type as your weapon equal to Swing after a successful attack.

Natural Weapon varies [8]; Martial Power (-10%); Follow-Up Universal (+50%); Once per Scene (-20%); No Blunt Trauma (-20%); Cannot Parry -40%, Single -20%, Swing Only (20%)

-10+50-20-20-40-20+20=-40

Full Cost: 8*(1-0.4)=4.8

 

Distracting Spate

Deal extra damage of the same type as your weapon equal to Thrust after a successful attack. In addition, you gain +2 on attack rolls against the target for 1 second.

Natural Weapon varies [8]; Martial Power (-10%); Follow-Up Universal (+50%); Once per Scene (-20%); No Blunt Trauma (-20%); Cannot Parry -40%, Single -20%

-10+50-20-20-40-20=-60

8*(1-0.6)=3.2 

Weapon Savant 8 [9]; Trigger: Distracting Spate activates (-20%); Reduced Duration 1/60 (-35%); Martial Power (-10%); Once per Scene (-20%);

9*0.2=1.8

Full Cost: 3.2+1.8=5

 

Probing Attack

After a successful attack, you gain +4 to all attacks for 1 second.

Weapon Savant 16 [17]; Trigger: After a successful attack. Aspected: Combat Only (-20%); Reduced Duration 1/60 (-35%); Martial Power (-10%); Once per Scene (-20%);

Full Cost: 17*(1+(-0.2-0.2-0.35-0.1-0.2))=-0.85

 

Rank 2 Encounter Powers [2]

Funnelling Flurry

After hitting an attack, the target is pushed as if hit by a knockback of 14 damage, but in any direction you choose.

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Martial Power (-10%); Aspected: Combat Only (-20%); Overhead (+30%)

20-20-50+50-10-20+30=0

Full Cost: 10

 

Inertia Strike

After a hit with your melee weapon attack you may push the target. Follow all the knockback rules as if you had inflicted 28 crushing damage, but don't actually inflict any damage.

Innate Attack, 4d6, Crushing [20]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Martial Power (-10%); Aspected: Combat Only (-20%); Once per Scene (-20%)

20-20-50+50-10-20-20=-50

Full cost: 20*(1-0.5)=10

 

Parry and Riposte

You can make an extra melee attack with against an enemy that has failed to hit you or an ally. In addition, you gain +2 to attack rolls against the target. Since this is a reaction, you must ready this ability on your turn by not using any other power, or pay the full cost.

Extra Attack [25]; Aspected: Target that has missed an you or an ally (-20%); Accessibility: Melee Attacks Only (-20%); Martial Power (-10%); Once per Scene (-20%)

25*(1+(-0.2-0.2-0.1-0.2))=7.5

Weapon Savant 8 [9]; Trigger: Target misses you or an ally (-20%); Reduced Duration 1/60 (-35%); Martial Power (-10%); Once per Scene (-20%);

9*0.2=1.8

Full Cost: 7.5+1.8=9.3

 

Precise Strike

Make an attack against an enemy with a +4 to your skill, and you halve the enemy DR against this attack.

Unique Technique: Precise Strike (Chink in armor -8) bought to Default +4 [12]; with Martial Power (-10%); Once per Scene (-20%);

12*(1-0.1-0.2)=8.4

 

Shield Edge Block

Pre-requisite: Shield.

Gain +2 to your block skill against a melee attack. If you block the attack successfully, on your turn you can make an extra melee attack with your shield against the enemy that attacked you. Since this is a reaction, you must ready this ability on your turn by not using any other power, or pay the full cost.

Block +2 [10]; Accessibility: Melee Attacks Only (-20%); Martial Power (-10%); Once per Scene (-20%);

Extra Attack [25]; Aspected: Target that attacked an you or an ally (-20%); Accessibility: Melee Attacks Only (-20%); Requires Shield (-10%); Martial Power (-10%); Once per Scene (-20%)

Full Cost: 25*(1+(-0.4-0.2-0.1-0.1))+10*(1+(-0.2-0.1-0.2))=10 

 

Trip Up

You sweep the opponents legs with extra force, dealing normal damage. Works like a sweep in every way except you also deal damage to one of the legs; then you follow up with a second attack against the prone enemy.

Combination Technique of Dire Sweep at Default and a rapid strike at default [11] plus Martial Power (-10%) and Once per Scene (-20%)

Total Cost: 11*(1-0.1-0.2)=7.7

 

Rank 3 Encounter Powers [3]

Goading Maneuver

Deal extra damage of the same type as your weapon equal to Thrust after a successful attack and step twice.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Once per scene (-20%); Martial Power (-10%);

Extra Attack x1 [25]; FP Cost 1 (-10%); Aspected: Only for the purposes of Stepping and only after Goading Maneuver (-40%); Martial Power(-10%); Emergencies only (-20%); Once per Scene (-20%);

25*(1-0.8)=5.0

8*(1+(0.5-0.2-0.1))=9.6

Full Cost: 9.6+5=14.6

 

Griffon's Wrath

Deal extra damage of the same type as your weapon equal to Thrust after a successful attack. In addition, the target receives -1 to all defenses. This lasts one second.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Once per Scene (-20%); Martial Power (-10%)

Innate Attack 2d6cr [10]; no blunt trauma (-20%); no knockback (-10%); No Wounding (-50%); Symptoms 1/3: -2DX for defense only (36%)

Full Cost: 5*(1+(0.5-0.2-0.1))+10*(1-0.2-0.1-0.5+0.36)=11.6

 

Serpent's Coil

Pre-Requisite: You must be wielding a weapon capable of entangling an enemy.

After you successfully hit an attack that inflicts control points with a weapon capable of entangling the enemy like a flail or whip, the target has a -4 to all attack rolls for 1 second, and he takes crushing damage equal to your Thrust.

Obscure 4 [8]; Ranged (+50%); Aspected Only on the target that was hit by the attack roll (-20%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); Follow-up: Universal (+50%); Reduced Duration 1/10 (-20%), Martial Power (-10%); Once per Scene (-20%);

Natural Weapon Crushing [5]; Follow-up Universal (+50%); Once per scene (-20%); Martial Power (-10%);

Full Cost: 8*(1+(0.5-0.2-0.2-0.1))+5*(1+(0.5-0.2-0.1))=14

 

Spinning Sweep

After knocking an enemy prone with a weapon attack, deal Swing damage +2 per die of the same type as your weapon.

Natural Attack Varies [8]; Follow-Up Universal (+50%); Swing Only (+20%); Once per Scene (-20%); Martial Power (-15%); Aspected: Only in combat (-20%) and only after an attack that knocks down (-20%); Cannot Parry -40%, Single -20%; +4 damage (+120%)

50+20-20-15-20-20-40-20+120=55

Full Cost: 8*(1+(+0.55))=12.4

 

Steel Serpent's Strike

After a successful attack, you deal extra damage of the same type as your weapon equal to your thrust. In addition, the target has a penalty of -3 to their Basic Move. This lasts 1 second.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Once per Scene (-20%); Martial Power (-10%)

Innate Attack 2d6cr [10]; no blunt trauma (-20%); no knockback (-10%); No Wounding (-50%); Symptoms: -3 Basic Move (45%)

Full Cost: 5*(1+(0.5-0.2-0.1))+10*(1-0.2-0.1-0.5+0.45)=12.5 

 

Rain of Blows

You may make 3 attacks, each with reduced damage, -2 per die. If you have Trained by a Master or Weapon Master, this is a Rank 1 power.

Unique Technique Rain of Blows (-6*3 for multiple attacks, +4 for-1 damage per die) bought to default [14] with perk for unique tech [1] with Once per Scene (-20%); Martial Power (-10%)

15*(1-0.2-0.1)=10.5 or 6*(1-0.2-0.1)=4.2

Total Cost 10.5 (or 4.2 if you multiple attacks is at -3 per)

 

Sweeping Slash

All enemies within 2 yards of you are pushed as if hit by a 14 damage attack. Afterwards, take a step and make one attack against any of them, dealing normal damage if successful.

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Martial Power (-10%); AoE 2y (+50%); Emanation (-20%); Once Per Scene (-20%)

20-20-50-10+50-20-20=-50

10*(1-0.5)=5

Extra Attack [25]; Once per Scene (-20%); Martial Power (-10%); Trigger: After Sweeping Slash (-20%); Aspected: Combat Only (-20%)

-20-10-20-20=-70

25*(1-0.7)=7.5

Full Cost: 5+7.5=12.5

 

Daunting Onslaught

After a successful attack deal extra damage of the same type as your weapon equal to your swing damage. In addition, all enemies within 2 yards around you are Marked for 1 second.

Obscure 2 [4]; Ranged (+50%); Aspected Only on targets hit by the initial area attack (-20%); Anti-Targeting (-20%) Accessibility: doesn't affect the caster (-10%); Follow-up: Universal (+50%); Reduced Duration 1/10 (-20%), Martial Power (-10%); Area of Effect 2y (+50%); Emanation (-20%);

4*(1+(0.5-0.2-0.2-0.1+0.5-0.2-0.1+0.5-0.2))=6

Natural Weapon varies [8]; Martial Power (-10%); Follow-Up Universal (+50%); Once per Scene (-20%); No Blunt Trauma (-20%); Cannot Parry -40%, Single -20%, Swing Only (20%)

-10+50-20-20-40-20+20=-40

8*(1-0.4)=4.8

Full Cost: 4.8+6=10.8

 

Rank 4 Encounter Powers [4]

Bell Ringer

Pre-Requisite: A Blunt Weapon.

Make a quick contest between your weapon skill and the target's HT. If you win, the target is tipsy (-1 to DX and IQ) and takes 1d6 crushing damage. In addition, you gain 4 ablative DR.

Affliction [10]; Tipsy (+10%); Melee Attack, Reach 1 or 2, Cannot Parry (-30%); Different Attribute, Own Roll DX (20%); Once per Scene (-20%); Martial Power (-10%); Malediction (+100%), fixed duration - 3 minutes (+0%), Reduced Duration 1/100 (-40%); Aspected Combat Only (-20%), requires item (-10%);

10-30+20-20-10+100-40-20-10=0

Innate Attack 1d6 Cr [5]; Linked (+10%); Malediction (+100%); Melee Attack, Reach 1 or 2, Cannot Parry (-30%); Once per Scene (-20%); Martial Power (-10%); No knockback (-10%); requires item (-10%); No Blunt Trauma (-20%);

10+100-30-20-10-10-10-20=10

5*110%=5.5

DR 4 [20]; Ablative (-80%); Trigger: Successful Bell Ringer (-20%); Once per Scene (-20%);

Full Cost: 10+5.5+4=19.5

 

Sweeping Blow

Make a single attack against every enemy around you. They all may defend separately. If you succeed, roll damage -1 and apply to every enemy that failed to defend. This is a rank 3 Power if you have Trained by a Master or Weapon Master.

Unique Technique Sweeping of Blow (Torso Only (+2), 5 extra attacks (-30)) bought to default [28] with perk for unique tech [1] with Once per Scene (-20%); Martial Power (-10%)

29*(1-0.2-0.1)=20.3 or 16*(1-0.2-0.1)=11.2

Total Cost 20.3 (or 11.2 if your multiple attacks is at -3 per)

 

Reckless Strike

Make an attack at -1. If you hit, deal +1 per die extra damage; and then add additional follow-up damage equal to swing damage +2 per die.

This is the Power Attack technique bought to -1 [3] with Martial Power (-10%) and once per Scene (-20%) plus

Natural Weapon varies [8]; Martial Power (-10%); Follow-Up Universal (+50%); Once per Scene (-20%); No Blunt Trauma (-20%); Cannot Parry -40%, Single -20%, Swing Only (20%); +4 damage (+120%)

-10+50-20-20-40-20+20+120=80

Full Cost: 3*(1-0.1-0.2)+8*(1-0.4+1.2)=16.5

 

Rank 5 Encounter Powers [5]

Blinding Smash

Pre-Requisite: A Blunt Weapon.

Make a quick contest between your weapon skill and the target's HT. If you win, the target blinded and takes 1d6 crushing damage. In addition, you gain 4 ablative DR.

Affliction [10]; Blind (+50%); Melee Attack, Reach 1 or 2, Cannot Parry (-30%); Different Attribute, Own Roll DX (20%); Once per Scene (-20%); Martial Power (-10%); Malediction (+100%), fixed duration - 3 minutes (+0%), Reduced Duration 1/100 (-40%); Aspected Combat Only (-20%), requires item (-10%);

50-30+20-20-10+100-40-20-10=40

10*(1+0.4)=14

Innate Attack 1d6 Cr [5]; Linked (+10%); Malediction (+100%); Melee Attack, Reach 1 or 2, Cannot Parry (-30%); Once per Scene (-20%); Martial Power (-10%); No knockback (-10%); requires item (-10%); No Blunt Trauma (-20%);

10+100-30-20-10-10-10-20=10

5*110%=5.5

DR 4 [20]; Ablative (-80%); Trigger: Successful Bell Ringer (-20%); Once per Scene (-20%);

20*0.2=4

Full Cost: 14+5.5+4=23.5 

 

Dance of Steel

After a successful attack, you deal extra damage of the same type as your weapon equal to your thrust. In addition, the is target is anchored to the ground and cannot move. This lasts 1 second.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Once per Scene (-20%); Martial Power (-10%)

Innate Attack 2d6cr [10]; no blunt trauma (-20%); no knockback (-10%); No Wounding (-50%); Symptoms: -3 Sessile (150%)

Full Cost: 5*(1+(0.5-0.2-0.1))+10*(1-0.2-0.1-0.5+1.5)=23

 

Rank 6 Encounter Powers [6]

Come and Get It

Make a quick contest between the skill for the weapon you are wielding and the Will of every enemy within 4 yards. Any enemy that loses the contest will move until they are adjacent to you immediately, unless they cannot reach you in any way by walking (for example if their basic move is too low). Once they are adjacent to you, you deal damage to all of them equal to your thrust as crushing damage.

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); AoE 4y (+100%); Emanation (-20%); Linked (+10%); Martial Power (-10%); Once per Scene (-20%); Malediction (+100%); Different Attribute, Own Roll: DX (+20%); Reversed Knockback (+0%); Aspected Combat Only (-20%);

20-20-50+100-20+10-10-20+100+20-20=110

10*(1+(0.2-0.2-0.5+1-0.2+0.1-0.1-0.2+1+0.2-0.2))=21

Followed by a Natural Attack Cr [5]; Ranged (+100%); Are of Effect 2y (+50%); Emanation (-20%); Linked (+10%); Martial Power (-10%); Once per Scene (-20%), Aspected Combat Only (-20%)

100+50-20+10-10-20-20=90

5*(1+(0.9))=9.5

Full Cost: 9.5+21=30.5

 

Immediate Vengeance

If one enemy attacks an ally within reach and hits, halve the damage of the attack, and you can make an extra attack against the enemy on your turn. Since this is a reaction, you must ready this ability on your turn by not using any other power, or pay the full cost.

Injury Tolerance Damage Reduction 2 (50); Martial Power (-10%); Affects Other 1 (+50%); Once Per Scene (-20%); Reflexive (+40%); Trigger: Enemy attacks an ally within reach (-20%); Aspected: Combat Only (-20%); Reduced Duration 1/100 (-40%); Requires Shield (-10%); Actual time is for one attack only (-5%); Accessibility: Cannot Affect Self (-20%)

-10+50-20+40-20-20-40-10-5-20=-55

50*(1-0.55)=22.5

Extra Attack [25]; Aspected: Target that attacked an you or an ally (-20%); Accessibility: Melee Attacks Only (-20%); Requires Shield (-10%); Martial Power (-10%); Once per Scene (-20%)

25*(1-0.2-0.2-0.1-0.1-0.2)=5.0

Total Cost: 22.5+5=27.5

 

Hydra Charge

Pre-Requisite: Weapon Master.

Move up to your speed, but at least 2 yards. At the end of your move, make one attack against all targets within reach. Each may defend as normal. All targets hit take normal damage and receive a -4 penalty on all attack rolls for 1 second.

This is the unique technique Hydra Charge (Attack and Move (-4), Remove max of 9 (-1), no -2 to incidental rolls (-1), remove the inability to use parry (-1), extra attacks *5 (-15) bought to default [22]; with once per scene (-20%) and Martial Power (-10%);

22*(1-0.1-0.2)=15.4

Obscure 4 [8]; Ranged (+50%); Aspected Only on targets hit by the initial area attack (-20%) and only after you move more than 2 yards (-20%); Anti-Targeting (-20%) Follow-up: Universal (+50%); Reduced Duration 1/10 (-20%), Martial Power (-10%); Area of Effect 2y (+50%); Emanation (-20%);

8*(1+(0.5-0.2-0.2-0.2+0.5-0.2-0.1+0.5-0.2))=11.2 

Total Cost: 15.4+11.2=26.6

 

 

Rank 1 Daily Powers [1]

Villains Menace

After a successful melee attack, you deal extra crushing damage equal to your thrust. In addition, you gain +1 on all rolls against that specific enemy for 1 minute.

Natural Weapon cr [5]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%)

5*(1+0.5-0.4-0.1-0.2-0.2)=3

Higher Purpose: Kill Target 1 [5]; Limited Use: 1/day -40%; Cosmic: Break Rule, broad higher purpose (+50%); Martial Power (-10%); Trigger: Deal damage with Villain's Menace (-20%); Aspected: Combat Only (-20%) and Melee Only (-20%)

5*(1-0.4+0.5-0.1-0.2-0.2-0.2)=2.0

Final Cost: 3+2=5

 

Unstoppable Advance

When you enter this stance, you gain an extra attack that can only be used to slam or push enemies. This stance lasts 1 minute. Activating a Stance is a Ready action. You may only have one stance active at a time.

Extra Attack [25]; 1/day (-40%); Martial Power (-10%); Aspected: Only in Combat (-20%); Can only be used for knockback (-20%); Nuisance Effect: Only 1 stance at a time (-5%)

25*(1-0.4-0.1-0.2-0.2)=2.5

Total Cost: 5

 

Rank 2 Daily Powers [2]

Knee Breaker

After a successful attack, you deal extra damage of the same type as your weapon equal to your thrust. In addition, the is target is anchored to the ground and cannot move. This lasts 6 seconds.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2)=4.8

Affliction [10]; Follow-up Universal (+50%); Sessile (50%); Limited Use 1/day (-40%); Martial Power (-10%); Aspected (Combat Only (-20%), Fixed Duration (+0%); Reduced Duration 1/30 (-30%)

5*(1+0.5+0.5-0.4-0.1-0.2-0.3)=5.0

Total Cost: 5+4.8=9.8

 

Lasting Threat

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, the is marked for 10 seconds.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2+0.2)=6.4

Obscure 2 [4]; Ranged (+50%); Aspected Only on the target that was hit by the attack roll (-20%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); Follow-up: Universal (+50%), Martial Power (-10%); Limited Use 1/day (-40%); Martial Power (-10%);

4*(1+0.5-0.2-0.2-0.1+0.5-0.1-0.4-0.1)=3.6

Total Cost: 6.4+3.6=10

 

Spinning Razor Strike

Make 3 attacks at no penalty, two with your primary weapon, one with your secondary weapon. You may step once per attack.

Unique Technique (x3 atks -12, extra step x2 -4) at default [16] plus once per day (-40%); and Martial Power (-10%);

16*(1-0.4-0.1)=8

 

Rank 3 Daily Powers [3]

Harrier's Ploy

After a successful attack, you deal extra damage of the same type as your weapon equal to your Thrust. In addition, for 1 minute, whenever the target of the attack moves, you gain +10 basic speed for 1 second.

Natural Weapon varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2)=4.8

Basic Speed +10 [50]; Trigger: Harrier's Ploy hits (-20%); Limited Use 1/day (-40%); Martial Power (-10%); Aspected: Combat Only (-20%);

50*(1-0.8)=10.0

Total Cost: 4.8+10=14.8

 

Bedeviling Assault

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, for 10 seconds you can make an extra attack every turn against any enemy that was attacked by your allies since your last turn.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2+0.2)=6.4

Extra Attack [25]; Limited use 1/day (-40%); martial power (-10%); aspected: Only against enemies attacked by your allies (-20%); Trigger: Bedeviling Assault (-20%)

25*(1-0.4-0.1-0.2-0.2)=2.5

Full Cost: 5+6.4=11.4

 

Dancing Defense

Pre-requisite: Dual Wielding.

When you enter this stance, you gain +1 to parry and an extra attack that can only be used to attack with your off-hand weapon. This stance lasts 1 minute. Activating a Stance is a Ready action. You may only have one stance active at a time.

Extra Attack and +1 Parry [25+5]; Limited Use: 1/day -40%; Martial Power (-10%), requires 2 weapons (-10%); Nuisance Effect: Only 1 stance at a time (-5%)

Full Cost: 30*(1-0.4-0.1-0.1-0.05)=10.5

 

Rank 4 Daily Powers [4]

Comeback Strike

After a successful attack, you deal extra damage of the same type as your weapon equal to your Thrust. In addition, you recover 10HP.

Natural Weapon varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2)=4.8

Regeneration Extreme [150]; Trigger: Hit with Comeback strike (-20%); Reduced Duration 1/100 (-40%); Aspected: Combat Only (-20%); Limited Use: 1/day -40%; Martial Power (-10%);

150*(1-0.8)=30.0

Houserule: 30*(1-0.5)=15

Total Cost: 4.8+15=19.8

 

Ruinous Assault

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing. In addition, the target bleeds, and takes 1 damage per second until it can staunch the bleeding in the usual manner, or 10 seconds pass.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%);

8*(1+0.5-0.4-0.1-0.2-0.2+0.2)=6.4

Innate Attack Cr 1 [1]; Follow-Up Universal (+50%); Limited Use: 1/day (-40%); Martial Power (-10%); Aspected Combat Only (-20%); Cyclic 1/sec; 10x (+1000%);

1*(1+0.5-0.4-0.1-0.2+10)=10.8

Total Cost: 10.8+6.4=17.2

 

Rain of Steel

When you enter this stance, you automatically deal damage equal to your thrust of the same type as your weapon to all enemies within 2 yards at the start of your turn. This stance lasts 1 minute. Activating a Stance is a Ready action. You may only have one stance active at a time.

Natural Weapon Varies [8]; Aura (+80%); Area Effect 2y (+50%); Selective Area (+20%); Limited Use 1/day (-40%); Martial Power (-10%);

8*(1+0.8+0.5+0.2-0.4)=16.8

 

Rank 5 Daily Powers [5]

Driving Attack

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, make quick contest between your weapon skill and the enemy HT. If you win, deal extra damage of the same type as your weapon equal to your swing, with double knockback.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%);

8*(1+0.5-0.4-0.1-0.2-0.2+0.2)=6.4

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Malediction (+100%); Double Knockback (+20%); Different Attribute, Own Roll; DX (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2+0.2+1+0.2+0.2)=17.6

Total Cost: 6.4+17.6=24

 

Crack the Shell

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, make a quick contest of your weapon skill vs the target's HT. If you win, the target suffers -2 to DX for 6 seconds and is bleeding, taking 1 damage per second for 10 seconds.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%);

8*(1+0.5-0.4-0.1-0.2-0.2+0.2)=6.4

Innate Attack Cr 1 [1]; Follow-Up Universal (+50%); Limited Use: 1/day (-40%); Martial Power (-10%); Aspected Combat Only (-20%); Cyclic 1/sec; 10x (+1000%);

1*(1+0.5-0.4-0.1-0.2+10)=10.8

Affliction [10]; Follow-up Universal (+50%); -2 DX (20%); Limited Use 1/day (-40%); Martial Power (-10%); Aspected (Combat Only (-20%), Fixed Duration (+0%); Reduced Duration 1/30 (-30%)

10*(1+0.5+0.2-0.4-0.1-0.2-0.3)=7

6.4+7+10.8=24.2

 

Nimble Bladestorm

Make a single attack against every enemy around you. Each enemy defends independently. Every enemy hit takes normal damage plus swing damage of the same type as your weapon. Only roll damage once.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2+0.2)=6.4

Unique Technique, Nimble Bladestorm Torso Only (+2), 5 extra attacks (-30), at default [32] with limited use 1/day (-40%); Martial Power (-10%);

32*(1-0.4-0.1)=16

6.4+16=22.4

 

Hobbling Cut

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition make a quick contest between your weapon skill and the target's HT. If you win, the target is slowed and deals -5 damage with ST based attacks.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2+0.2)=6.4

Affliction [10]; -3 Basic Move and -5 striking ST (20%); Malediction (+100%); Different Attribute, Own Roll, DX (+20%); Fixed Duration 3min (+0%); Reduced Duration 1/30=6s (-30%); Limited Use 1/day (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); Melee Attack, Reach 1 or 2, Cannot Parry (-30%); Follow-Up Universal (50%)

10*(1+0.2+1+0.2-0.3-0.4-0.1-0.2-0.3+0.1+0.5)=17

Total Cost: 6.4+17=23.4

 

Rank 6 Daily Powers [6]

Subtle Cut

As a concentrate, make a quick contest of your weapon skill vs the HT of a target within melee range. If you win, the target takes -3 to basic move and bleeds, taking 3 damage and 3 more damage per second. This lasts for 6 seconds.

Affliction [10]; -3 Basic Move (15%); Malediction (+100%); Different Attribute, Own Roll, DX (+20%); Fixed Duration 3min (+0%); Reduced Duration 1/30=6s (-30%); Limited Use 1/day (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); Melee Attack, Reach 1 or 2, Cannot Parry (-30%); Linked (+10%)

15+100+20-30-40-10-20-30+10=15 

10*(1+0.15)=11.5

Innate Attack 3 tox [3.6]; Malediction (+100%); Different Attribute, Own Roll, DX (+20%); Limited Use 1/day (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); Melee Attack, Reach 1 or 2, Cannot Parry (-30%); Linked (+10%); Cyclic 1/sec x6, resistible (300%)

3.6*(1+1+0.2-0.4-0.1-0.2-0.3+0.1+3)=15.48

Full Cost: 15.48+11.5=26.98

 

Hounding Longarm

Pre-Requisite: Spear or Poelarm.

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, for 1 minute you automatically prepare a Wait maneuver at the end of every turn.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%), requires polearm or spear (-10%);

8*(1+0.5-0.4-0.1-0.2-0.2+0.2-0.1)=5.6

Extra maneuver [100]; Once per day (-40%); Martial Power (-10%); Aspected: Only for using the wait maneuver (-20%), requires polearm or spear (-10%);

100*(1-0.4-0.1-0.2-0.1)=20

Full Cost: 5.6+20=25.6

 

Shift the Battlefield

Make a single attack against every enemy around you. Each enemy defends independently. Every enemy hit takes normal damage plus swing damage of the same type as your weapon. Only roll damage once. In addition, every enemy is knocked back in a direction of your choice as if it had been hit by 14 crushing damage.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2+0.2)=6.4

Unique Technique, Nimble Bladestorm Torso Only (+2), 5 extra attacks (-30), at default [32] with limited use 1/day (-40%); Martial Power (-10%);

32*(1-0.4-0.1)=16

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Requires Shield (-10%); Martial Power (-10%); Aspected: Combat Only (-20%) and only against targets no larger than SM +1 (-20%);

10*(1-0.6)=4.0

Full Cost: 6.4+16+4=26.4

 

Bloodspike Sweep

Make a single attack against every enemy around you. Each enemy defends independently. Every enemy hit takes normal damage plus swing damage of the same type as your weapon. Only roll damage once. In addition, make a quick contest of your weapon skill and compare it to the HT of every target. Those that lose take 2 damage per second for 6 seconds.

Unique Technique, Nimble Bladestorm Torso Only (+2), 5 extra attacks (-30), at default [32] with limited use 1/day (-40%); Martial Power (-10%);

32*(1-0.4-0.1)=16

Innate Attack 2 tox [2.4]; Malediction (+100%); Different Attribute, Own Roll, DX (+20%); Limited Use 1/day (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); Melee Attack, Reach 1 or 2, Cannot Parry (-30%); Linked (+10%); Cyclic 1/sec x6, resistible (300%)

2.4*(1+1+0.2-0.4-0.1-0.2-0.3+0.1+3)=10.32

Full Cost: 16+10.32=26.32

 

Bone Crusher

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition make a quick contest between your weapon skill and the target's HT. If you win, the target takes x2 damage from physical attacks.

Natural Weapon Varies [8]; Follow-up Universal (+50%); Limited Use: 1/day -40%; Martial Power (-10%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%)

8*(1+0.5-0.4-0.1-0.2-0.2+0.2)=6.4

Affliction [10]; -x2 vulnerable, common (40%); Malediction (+100%); Different Attribute, Own Roll, DX (+20%); Fixed Duration 3min (+0%); Reduced Duration 1/30=6s (-30%); Limited Use 1/day (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); Melee Attack, Reach 1 or 2, Cannot Parry (-30%); Follow-Up Universal (50%)

10*(1+0.4+1+0.2-0.3-0.4-0.1-0.2-0.3+0.1+0.5)=19

Total Cost: 6.4+19=25.4

 

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