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.

Since I occasionally come back to review the Fighter to both fix a few mistakes and to rebalance and add some powers I missed, I shall keep track of the number of times I edited here: 

Number of Edits: 9
Last Edit: 16/09/2026

Houserules

Beyond the -80% limit: 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.

 

Notes on buffs: Now I'm not sure this is 100% raw, but following the rules on Sorcery page 9 on buffs, a character may waive his HT roll to resist an affliction, as long as he has no DR on the part of the body hit. If we add Cosmic, no roll required, this means a pure DX roll to hit will always hit the face or eyes which will probably have no DR unless the caster has a very low DX. So whenever there's a buff that doesn't require any rolls at all, remember that if the target has DR on the face or the eyes and the caster has a low enough DX, the target must roll to resist.

 

Affliction Levels: Each affliction level costs 2 points instead of 10. Since this is a particularly large departure in rules, any powers that make use of this rule are indicated by a *.

 

Reflective on Rapier Wit: Normally you can't use Reflexive as an attack, but Kromm used it for a ranged healing ray, in https://forums.sjgames.com/showpost.php?p=1254800&postcount=5 which I feel is justification enough to allow usage for a buff that is already a free action (Rapier wit is a free action) when combining with Accessibility. Consider that the player could have simply asked on his own turn what the other player intended to do and activated Rapier Wit as a free action anyway, so no violation of action economy is at work here.

 

Advantages with Instantaneous Effects: If you reduce the duration of an Affliction (Advantage) to 1 second, and add "Nuisance Effect: Actual time is for one use only (-5%); it becomes an instant advantage, allowing it to be used immediately just like warp.

 

New Limitation:

Save Ends: For any negative effect that lasts for more than 1 second, instead of lasting the full duration, the target can make another resistance check (HT or Will or Fear, whichever is relevant) per second, success means they shrug off the effect. -50%.

 

New Enhancement:

For Healing:

Based on Subject’s FP: If your Healing is powered by the subject’s own FP (a common trope in fiction!) then this is a +20% modifier. The subject must be either willing or helpless (and inflicts a additional -2 penalty above and beyond the normal -2) and their FP can never go below 0 FP. If you can switch between using their FP and your own this costs +40% instead. Add a +10% modifier if your subject’s FP can go to up to -1xFP (but no further!)

Taken from https://www.ravensnpennies.com/gurps101-got-heals/

 

New Advantages

The Mark [3]

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%); No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%);

4*(1+0.5-0.5-0.2-0.1)=2.8

 

Seeking Drill [1]

Allows one to turn a wait into a move or move and attack maneuver, which normally isn't allowed.

 

Weapon Savant [2+1 per level]

You have a pool of points that you can use to improve or learn the usage of any weapon you can get your hands on and can understand. When you wield any weapon, make a Connoisseur (Weapons) check. If you succeed, you can instantly use those points to increase your skill with that weapon. You can only learn combat skills with weapons you have knowledge of. It does not work on weapons above your TL or weapons from a culture you had no contact with. This takes no time, and does not have a time limit. You may only learn one weapon at a time. You have 1 point per level in this ability.
In order to maintain your mastery of weapons, you must train at least a little bit every day.

Cost: 2+1 per level. For each extra weapon skill you wish to keep active you must pay 1 extra point.

Modular Abilities: Short List [4] and no limitations to rearranging points [5]; Trait Limited: Weapon Skills Only (-40%); Ki Power (-10%); Required Disadvantage: Code of Honor (-15%);  Requires simple ritual every day (-5%); Reduced Time: Instant (+20%); Focus Limited: Weapons (-15%); Requires Skill Roll: Connoisseur (-10%); Nuisance Effect: have known the weapon existed before (-5%);

-40-10-15-5+20-15-10-5=-80

4*(1-0.8)=0.8

5*0.2=1

 

New Disadvantages

Easy to Hit [-10/level, max 4]

You are a particularly easy target, for whatever reason. Any attack roll that targets you gains +1 per level of this disadvantage.

 

Disoriented [-41]

A Disoriented target has -2 to all defenses and has his step decreased by 1. If this reduces his step to zero, he cannot step.

Disoriented is: -4 to DX [-80]; only for the purposes of defending (-80%) and -10 basic move [-50], only for the purposes of stepping (-50%);

(80*(1-0.8))+(50*(1-0.5))=41

When put in afflictions it's 33% (-4DX is +40% instead of -80%)

 

Takes Extra Damage from X: You take extra damage from a particular attack form. Whenever this type of attack hits you, the GM applies a special modifier to damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.

Rarity of Attack

+1 damage

+2 damage

+3 damage

+4 or +1d6 damage

Rare

-1

-2

-3

-4

Occasional

-2

-4

-6

-8

Common

-3

-6

-9

-12

Very Common

-4

-8

-12

-16

 

Weakness (Affliction) [Variable]: Rather than taking damage from a particular substance or circumstances, you suffer some form of affliction or other inconvenience. The effects occur when you are exposed to the item or circumstances, and wear off over time: stunning wears off normally, while other effects last (20 - HT) minutes, minimum 1 minute. If Incapacitation is combined with other effects, the other effects last for another (20 - HT) minutes after the Incapacitation wears off.

The base value of this disadvantage is -1 points for a Rare item or condition, -2 for an Occasional item, -4 for a Common item and -6 for a Very Common item. Use the categories under Weakness (p. B161) to assess rarity. The GM has final say on the rarity of an item or circumstances. Modify the base value for the severity of the effect, using the Side Effect attack enhancement (p. B109).

Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959

 

Vulnerability (Affliction) [Variable]: Rather than taking additional damage from a particular form of attack, you suffer some form of affliction or other inconvenience. The effects occur when you take a certain amount of damage, and subside when you are healed back above that threshold.

The base value of this disadvantage is -5 points for a Rare attack, -10 for an Occasional attack, -15 for a Common attack and -20 for a Very Common attack. Use the categories under Limited Defenses (p. B46) to assess rarity. The GM has final say on the rarity of an attack form.

Modify the base value for the severity of the effect and the damage threshold at which it occurs, using the Symptom attack enhancement (p. B109).

Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959

 

New Imbuements:

Area Effect

Prerequisites: Imbue 3.

General; DX/Very Hard

Default: Specialty for related weapon at same penalty as weapon default.

The weapon creates an Area of Effect. Treat the weapon’s damage as if it had the Area of Effect Modifier 1 (p. B102), affecting all targets within 2 yards. Just like Shockwave, the damage doesn't affect you when you use it on a melee attack.

Modifiers: -5 to Increase the area to 4 yards, -10 to 8 yards, -15 to 16 yards. -2 to add Selective Area (p. B108).

 

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

Notes:

Attacks and Contests: Any power that requires an Attack Roll uses the normal distance modifiers from the Size and Range table. Any power that either requires Resistance Checks (usually HT or Will) checks or Quick Contests between the user and the target use spell range modifiers (-1/yard). If you take damage from a Resistance or Quick Contest, that damage always ignores DR.

 

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 Holy 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%

 

Arcane Powers (-40%)

In order to make use of the Arcane Power Source, you must perform various rituals when casting your spells. All Arcane powers require both gestures, magic words and a Religious Ritual check to work.

Anti-Powers -5%; Natural low-magic zones -5%, Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%

 

Theistic Powers (-40%)

In order to make use of the Theistic Power Source, you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10]. In addition, all Theistic Powers require gestures, magic words, and a Religious Ritual check to work.

No Countermeasures -0%, Required Disadvantage -10%; Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%

 

Command Powers (-30%)

In order to make use of the Command Power Source, you must have Sense of Duty: Adventuring Companions [-5]. In order to use a Command Power, you must be able to speak. If you are silenced, or in a place where you cannot make a sound, you cannot use them.

Anti Powers -10%; Mundane Countermeasures -5%; Required Disadvantage -5%; Requires Words (-10%);

 

The Fighter

Fighter Advantages:

Combat Challenge [2]

Any target you attack is marked for 1 second.

Obscure 2 [4]; Ranged (+50%); Accessibility: No Area Effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-20%); Linked (+10%); Accessibility: After an attack (-10%); Reduced Duration 1/10 (-20%), Martial Power (-10%);

4*(1+0.5-0.5-0.2-0.2+0.1-0.1-0.2-0.1)=1.2

 

Combat Superiority [5]

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

Extra Attack [25]; Aspected: Combat Only (-20%) and Melee Attacks Only (-20%); Accessibility: Marked Targets that attacked an ally (-40%); Required Disadvantage (-10%);

25*(1-0.2-0.2-0.4-0.1)=2.5 min 25*0.2=5

 

Defender Aura [8]

Any enemy within 2 yards of you has a -2 to all attack rolls against targets other than you.

Obscure 2 [4]; Anti-Targeting (-20%); Follow-Up (+0%); Selective Area (+20%); Martial Power (-10%); Accessibility: Allies Only (-20%); Accessibility: Only enemies inside the area (-20%); Defensive (50%); Stealthy (+100%);

4*(1-0.2+0.2-0.1-0.2-0.2+0.5+1)=8

 

Battle Guardian [5]

When an enemy that is either inside your Defender Aura or Marked attempts to attack your ally, you may take a step and parry the attack. If you succeed, you may instantly make an attack against either the enemy's weapon or the enemy's arm. This counts as your retreat for the turn. If you fail, the attack may choose to hit you or the original target.

Unique Technique: Battle Guardian (-1 parry to aggressive parry, -1 aggressive parry for weapon attacks vs arm, -2 to step in as a retreat, -2 to remove damage penalty) bought to default [6] combined with sacrificial parry [1]; and adjusted by: Martial Power (-10%); Aspected: Only to protect ally (-20%); Accessibility: Only against enemies affected by Aura or marked (-10%);

(6+1)*(1-0.1-0.2-0.1)=4.2

 

Feywild Guardian [6]

Pre-Requisites: Fey Step III

When an enemy that is either inside your Defender Aura or Marked attempts to attack your ally, you may take teleport up to your teleport speed and parry the attack. If you succeed, you may instantly make an attack against either the enemy's weapon or the enemy's arm. This counts as your retreat for the turn. If you fail, the attack may choose to hit you or the original target.

Unique Technique: Feywild Guardian (-1 parry to aggressive parry, -1 aggressive parry for weapon attacks vs arm, -2 to step in as a retreat, -2 to use reflexive teleport instead of step, -2 to remove damage penalty) bought to default [8] combined with sacrificial parry [1]; and adjusted by: Martial Power (-10%); Aspected: Only to protect ally (-20%); Accessibility: Only against enemies affected by Aura or marked (-10%);

(8+1)*(1-0.1-0.2-0.1)=5.4

 

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.

 

Attack of Opportunity [20]

Once per turn, when an enemy moves or takes a step within your reach, you may make a free attack against then.

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%);

100*(1-0.4-0.2-0.1-0.1)=20.0

 

Second Wind [6]

As an All Out Concentrate, once per scene, make an HT+1 check. If you succeed, you may heal 6 hp. This healing doesn't stop bleeding and can only heal the most recent injury taken.

Heal [30], 1/scene (-20%); Reduced FP Cost 3 (+60%); Capped 3 FP (-22%); Injuries Only (-20%); Self Only (0%); Martial Power (-10%); Cannot restore crippled limbs (-10%); Based on HT, Own Roll (+20%); Requires Complex Typical Ritual (-10%), All-Out Concentrate (-25%); Takes Recharge: 10 minutes (-20%); Aspected: Recent Injuries Only (-20%); Nuisance Effect: Doesn't Stop Bleeding (-5%);

30*(1-0.2+0.6-0.22-0.2-0.1-0.1+0.2-0.1-0.25-0.2-0.2-0.05)=5.4 Min 30*0.2=6

 

Other Advantages:

Polearm Momentum [17]

Pre-Requisites: Staff, Spear or Polearm skill at DX +2, Discipline 1.

Whenever you manage to push an enemy at least 1 yard with knockback, make a Quick Contest between your Weapon Skill and the target's DX check. If you win, the target is knocked prone.

Affliction [10]; Malediction (+100%); Debuff (+21%); Different Attribute DX (+20%); Fixed Duration 3min (+0%); Reduced Duration 1/100 (-40%); Martial Power (-10%); Aspected: Only in Combat (-20%) and only for; Different Attribute, Own Roll, DX (+20%); Linked (+10%); Accessibility: Only after the target is pushed back by knockback (-30%); Nuisance Effect: Duration is actually instant (-5%);

Debuff is: Legless [30]; Aspected: Combat Only (-20%); Nuisance Effect: No skill penalties (-5%); Nuisance Effect: no move reduction (-5%);

30*(1-0.2-0.05-0.05)=21

10*(1+1+0.21+0.2-0.4-0.1-0.2+0.2+0.1-0.3-0.05)=16.6

 

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.

Minor and Major Damage: When you see a power referring to Minor or Major damage, it means, Thrust based on Willpower and Swing based on Willpower, respectively.

Control Points: If you don't have access to Fantastic Dungeon Grappling, simply replace any instant of "xd control points" with "target is grappled".

 

Rank 1 At-Will powers [1]: 

Tide of Iron

Pre-Requisites: You must be wielding a Shield.

After a successful attack, deal extra knockback equal to your (Swing +1 per die) x2.

Natural Weapon Any [5]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Double Knockback (+20%); Follow-up: Melee Only (+40%); Requires Shield (-10%); Aspected: Combat Only (-20%); No Blunt Trauma (-10%); No Wounding (-50%); +1/die (+60%);

5*(1-0.2-0.4+0.2-0.10+0.2+0.4-0.1-0.2-0.1-0.5+0.6)=4

 

Cleave

After a successful attack, deal Thrust damage -1 per die of the same type as your weapon to another enemy within reach. The only defense possible is a retreat to get out of the area.

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Martial Power (-10%); Linked (+20%); Accessibility: After a successful attack (-20%); AoE: 1y (+25%); Nuisance Effect: Only against a different target (-5%); Ranged (+100%); Range 5 yards (-40%); Accessibility: must target an enemy within reach (-10%); Aspected: Combat Only (-20%); -1/die (-30%);

8*(1-0.2-0.4-0.1+0.2-0.2+0.25-0.05+1-0.4-0.1-0.2-0.3)=4.0

 

Sure Strike

When you make an attack, you have a +1 to attack rolls.

Modular Ability Cosmic 1 [10], only for weapon bond (-40%); Martial Power (-10%);

10*(1-0.4-0.1)=5

 

Crushing Surge

When you hit with an attack, you gain 4 Ablative DR for 9 seconds. This DR is not cumulative.

Affliction [10];Martial Power (-10%); Accessibility: Successful Attack (-20%); Linked (+20%); 4 ab DR (40%); Self Only (-50%);  Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Accessibility: Only on Volitional Targets (-20%); Requires Weapon (-10%); Aspected: Combat Only (-20%); Fixed Duration (+0%); Reduced Duration 1/20 (-25%); Malediction (+100%);

DR 4 [20]; Ablative (-80%), Cover eyes (+10%); Martial Power (-10%); 20*(1-0.8)=4.0

10*(1-0.1-0.1-0.2+0.2+0.4-0.5-0.35-0.2-0.1-0.1-0.2-0.25+1)=5   min 10*0.2=2

 

Wicked Strike

After a successful melee attack, the target takes extra Minor Damage.

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); Follow-Up: Melee (+40%);

8*(1-0.2-0.4-0.1-0.2+0.4)=4

 

Grappling Strike

After a successful melee attack, you grapple the target, dealing 1d6 control points that last for 1 second.

Binding 12 [24]; Martial Power (-10%); Follow-up: Melee (+40%); Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Aspected: Combat Only (-20%); Max Duration 1s (-75%); Nuisance Effect: You must have a way to grapple the target (-5%);

24*(1-0.1+0.4-0.35-0.2-0.2-0.75-0.05)=-6.0  Min 24*0.2=4.8

 

Threatening Rush

You may freely move before this attack. After you hit, you deal -1/die (or -2, whichever is worse) damage and all targets within 2 yards of you are marked.

Obscure 2 [4]; Ranged (+50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); Linked (+20%); Accessibility after a successful melee attack (-20%); Reduced Duration 1/10 (-20%);

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

Unique Technique: Threatening Rush (-4 move and attack, -1 no penalties, +4 damge -1/die) bought to default [1]

Full Cost: 4+1=5

 

Shield Feint

Pre-Requisites: You must be wielding a Shield.

After a successful attack you gain +2 on your attack rolls for 1 second.

Weapon Savant 2 [9]; Martial Power (-10%); Trigger: After successful melee attack (-20%); Aspected: Combat Only (-20%); Requires Shield (-10%);

9*(1-0.1-0.2-0.2-0.1)=3.6

 

Rank 2 At-Will powers [2]:

Reaping Strike

Pre-Requisites: You must be wielding a Two-Handed Weapon.

After an attack, hit or miss, deal Thrust damage of the same type as your weapon. The only defense possible is a retreat to get out of the area.

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Martial Power (-10%); Linked (+20%); Accessibility: After an attack (-10%); AoE: 1y (+25%); Ranged (+100%); Range 5 yards (-40%); Accessibility: must target an enemy within reach (-10%); Requires Two-handed weapon (-10%); Aspected: Combat Only (-20%);

8*(1-0.2-0.4-0.1+0.2-0.1+0.25+1-0.4-0.1-0.1-0.2)=6.8

 

Footwork Lure

After a successful attack, deal extra knockback equal to your (Swing +1 per die) x2 from a direction of your choosing. If the target is knocked back, you get a free step.

Unique Technique: Deft Strike (-2 for extra step, -1 so it's not based on committed strike) bought to default [3]; Requires Weapon (-10%); Martial Power (-10%)

3*(1-0.1-0.1)=1.6

Natural Weapon Any [5]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Double Knockback (+20%); Follow-up: Melee Only (+40%); Requires Shield (-10%); Aspected: Combat Only (-20%); No Blunt Trauma (-10%); No Wounding (-50%); +1/die (+60%); Overhead (+20%);

5*(1-0.2-0.4+0.2-0.10+0.2+0.4-0.1-0.2-0.1-0.5+0.6+0.2)=5

Full Cost: 1.6+5=6.6

 

Brash Strike

When you make a melee attack, you have a +2 to attack rolls and deal extra Major Damage of the same type as your weapon. However after the attack, you are easier to hit. All attacks against you are made at a bonus of +1.

Weapon Savant 2 [9] Martial Power (-10%); Aspected: Melee Only (-20%);

9*(1-0.1-0.2)=6.3

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); Follow-Up: Melee (+40%); Swing Only (+20%);

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

Easy to hit [-10]

Full Cost: 6.3+5.6-10=1.9 

 

Knockdown Assault

After a successful melee attack, the target must make an HT check or fall prone.

Innate Attack Tox 1 [1]; Martial Power (-10%); Melee Attack Range C, no parry (-35%); Side Effect: Legless (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%);

1*(1-0.1-0.35+0.9+3+0.2-0.2-0.2-0.5-0.4)=3.35

 

Crushing Surge

Pre-Requisites: You must be wielding a Shield.

When you hit with an attack, you gain 2 DR for 1 second. This DR is not cumulative.

Affliction [10];Martial Power (-10%); Accessibility: Successful Attack (-20%); Linked (+20%); 2 DR (90%); Self Only (-50%);  Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Accessibility: Only on Volitional Targets (-20%); Requires Shield (-10%); Aspected: Combat Only (-20%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Malediction (+100%);

DR 2 [10]; Martial Power (-10%); 10*(1-0.1)=9

10*(1-0.1-0.2+0.2+0.9-0.5-0.35-0.2-0.1-0.1-0.2-0.4+1)=9.5

 

Rank 1 Encounter Powers [1]

Distracting Spate

After a successful attack, you deal extra damage of the same type as your weapon equal to your Thrust, and you gain +2 on all attack rolls against the target for 1 second.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

8*(1-0.2-0.4+0.4-0.1-0.2-0.2)=2.4

Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%); reversed (+0%);  Follow-up: Melee (+40%); Reduced Duration 1/10 (-20%); Accessibility: Self Only (-50%); Martial Power (-10%); 1/scene (-20%);

4*(1+0.5-0.5-0.2+0.4-0.2-0.5-0.1-0.2)=0.8

Full Cost: 2.4+0.8=3.2

 

Power Strike

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); Requires Weapon (-10%);

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

 

Dance of Steel

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Thrust and the target must make an HT check or be rooted to the ground for 1 second.

Innate Attack Tox 1 [1]; Martial Power (-10%); Melee Attack Range C, no parry (-35%); Side Effect: Sessile (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration (-40%); 1/scene (-20%); Requires Weapon (-10%);

1*(1-0.1-0.35+0.9+3+0.2-0.2-0.2-0.5-0.4-0.2-0.1)=3.05

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2-0.2-0.1)=1.6

Full Cost: 1.6+3.05=4.65

 

Shield Bash

Pre-Requisites: You must be wielding a Shield.

After a successful melee attack, the target takes extra knockback equal to your Swing x2 and must make an HT check or fall prone.

Innate Attack Tox 1 [1]; Martial Power (-10%); Melee Attack Range C, no parry (-35%); Side Effect: Legless (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Requires Shield (-10%); 1/scene (-20%);

1*(1-0.1-0.35+0.9+3+0.2-0.2-0.2-0.5-0.1-0.2)=3.45

Natural Weapon Any [5]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Double Knockback (+20%); Follow-up: Melee Only (+40%); Requires Shield (-10%); Aspected: Combat Only (-20%); No Blunt Trauma (-10%); No Wounding (-50%); +1/die (+60%); 1/scene (-20%);

 5*(1-0.2-0.4+0.2-0.1+0.2+0.4-0.1-0.2-0.1-0.5-0.2)=0  Min 5*0.2=1

1+3.45=4.45

 

Funneling Flurry

Pre-Requisites: You must be wielding two weapons.

After a successful dual wielding attack, against two different targets deal extra knockback equal to your (Swing +1 per die) x2 to each target. You can freely decide the direction of the knockback.

Natural Weapon Any [5]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Double Knockback (+20%); Follow-up: Melee Only (+40%); Requires Shield (-10%); Aspected: Combat Only (-20%); No Blunt Trauma (-10%); No Wounding (-50%); +1/die (+60%); 1/scene (-20%); Overhead (+20%);

5*(1-0.2-0.4+0.2-0.10+0.2+0.4-0.1-0.2-0.1-0.5+0.6-0.2+0.2)=4

 

Surprising Stab

Pre-Requisite: You must be dual wielding.

Before an attack is made, you may make a free feint against the target.

Extra Attack 1 [25]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Martial Power (-10%); Requires Weapon (-10%); 1/scene (-20%);

25*(1-0.4-0.05-0.1-0.1-0.2)=3.75 Min 25*0.2=5

 

Parry and Riposte

When an enemy makes an attack against you or an ally, you may step and attempt to parry that attack. If you succeed, you may make a free attack against that enemy. If you step, it counts as a retreat.

Unique Technique: Parry & Riposte (based on aggressive parry -1, weapon based -1, can aim anywhere -2, -1 no damage penalty, -1 to allow retreat, -2 to allow step instead of retreat) [8]; plus Sacrificial Parry [1]; total [9] with Martial Power (-10%); 1/scene (-20%); Requires Weapon (-10%); Aspected: Combat Only (-20%);

9*(1-0.1-0.2-0.1-0.2)=3.6

 

Precise Strike

Before you make an attack, get +4 to your attack rolls for 1 second;

Weapon Savant 2 [17] Martial Power (-10%); Aspected: Melee Only (-20%); Accessibility: Before making attack (-10%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

17*(1-0.1-0.2-0.1-0.2-0.4)=0.0 Min 17*0.2=3.4

 

Griffon's Wrath

After a successful attack, you deal extra damage of the same type as your weapon equal to your Thrust. In addition, any attack against the target has a +2 on their attack rolls for 1 second.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%);

8*(1-0.2-0.4+0.5-0.1-0.2-0.2)=3.2

Obscure 2 [4]; Anti-Targeting (-20%); Reverse (+0%); No Area Effect (-50%); 1/scene (-20%); Reduced Duration 1/10 (-25%);

4*(1-0.2-0.2-0.2-0.25-0.5)=-1.4  min 4*0.2=0.8

Full Cost: 3.2+0.8=4

 

Iron Bulwark

Pre-Requisites: You must be wielding a Shield.

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, for 1 second all attacks against you have a -2 to hit.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up melee (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); Requires Shield (-10%);

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

Obscure 2 [4]; No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); Requires Shield (-0.2); Defensive (+50%); 1/scene (-20%); Reduced Duration 1/10 (-25%);

4*(1-0.2-0.1-0.2+0.5-0.5-0.2-0.25)=0.2

4.8+0.2=5

 

Hampering Flurry

Pre-Requisites: You must be dual wielding.

After a successful attack, the target must make an HT check or fall prone. If you made this attack as part of a dual weapon attack, if the second attack also hits, the target takes Minor Damage of the same type as your weapon.

Innate Attack Tox 1 [1]; Martial Power (-10%); Melee Attack Range C, no parry (-35%); Side Effect: Legless (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Requires Weapon (-10%); 1/scene (-20%);

1*(1-0.1-0.35+0.9+3+0.2-0.2-0.2-0.5-0.4-0.1-0.2)=3.05

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up 2nd strike of a dual strike (+30%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.3-0.1-0.2-0.2-0.1)=0.8 Min 8*0.2=1.6

Full Cost: 1.6+3.05=4.65

 

Stay Down

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. If the target is prone, deal extra Minor Damage of the same type as your weapon, and the target is afflicted by 1 control point that lasts 1 second.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.2-0.1)=3.2

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Requires Weapon (-10%); Accessibility: Target is prone (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2-0.2-0.1-0.1)=0.8

Binding 1 [1]; Martial Power (-10%); Follow-up: Melee (+40%); Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Aspected: Combat Only (-20%); Nuisance Effect: You must have a way to grapple the target (-5%); Max Duration 1s (-75%);

1*(1-0.1+0.4-0.35-0.2-0.2-0.4-0.75)=-0.6 Min 1*0.2=0.2

Full Cost: 3.2+0.8+0.2=4.2

 

Rank 2 Encounter Powers [2]

Daunting Onslaught

After a successful attack, you deal extra damage of the same type as your weapon equal to your Thrust. In addition, all enemies within 2 yards of you have a -2 penalty on all attack rolls for 1 second.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Swing Only (+20%);

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

Obscure 2 [4]; Anti-Targeting (-20%); Selective Area (-20%); 1/scene (-20%); Reduced Duration 1/10 (-25%); Defensive

4*(1-0.2-0.2-0.2-0.25+0.5)=2.6

Full Cost: 4.8+2.6=7.4

 

Spinning Sweep

After a successful melee attack, the target takes extra damage equal to your Swing must make an HT check or fall prone.

Innate Attack Tox 1 [1]; Martial Power (-10%); Melee Attack Range C, no parry (-35%); Side Effect: Legless (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); 1/scene (-20%);

1*(1-0.1-0.35+0.9+3+0.2-0.2-0.2-0.5-0.2)=3.55

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Aspected: Combat Only (-20%); Follow-Up: Melee Attack (40%); 1/scene (-20%);

8*(1-0.2-0.4+0.2-0.1-0.2+0.4-0.2)=4

Full Cost: 3.55+4=7.55

 

Covering Attack

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing. In addition, one ally adjacent to the target may make an instant move equal to their Move -4 (min 1)

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.2)=4

Affliction [10]; Buff (0%); Cosmic: No roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Nuisance Effect: Actual Time is instant (-5%); Nuisance Effect: must target ally next to target of attack (-5%); Martial Power (-10%); 1/scene (-20%); Linked (+20%); Accessibility: After a successful attack (-20%);

Buff is Teleport [40]; Aspected: Combat Only (-20%) and only to move to places you could get walking (-20%); Martial Power (-10%); and -4 move (-20)

40*(1-0.2-0.2-0.1)-20=0.0

10*(1+1-0.2-0.4-0.4-0.05-0.05-0.1-0.2+0.2-0.2)=6

Full Cost: 6+4=10

 

Insightful Strike

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. If the target has suffered a major wound, deal extra Minor Damage.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

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

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Accessibility: Target must be wounded (-20%);

8*(1-0.2-0.4+0.5-0.1-0.2-0.2)=3.2

Full Cost: 6.4+3.2=9.6

 

Rain of Blows

After a successful attack, you may make two extra free weapon attacks.

Extra Attack 2 [50]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Martial Power (-10%); Requires Weapon (-10%); Accessibility: After hitting with an attack (-10%); 1/scene (-20%);

50*(1-0.2-0.4-0.05-0.1-0.1-0.1)=2.5     Min 50*0.2=10

 

Advance Lunge

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, you have an extra step before or after the attack and another after the attack.

Unique Technique: Extra Step (-2 extra step, -1 so it's not a committed attack, Rapid strike -6) bought to default [9], Aspected: Combat Only (-20%); Martial Power (-10%); 1/scene (-20%);

9*(1-0.2-0.1-0.2)=4.5

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

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

Full Cost: 6.4+4.5=10.9

 

Rhino Strike

You may move your full move and make an attack. If you hit, you deal extra damage of the same type as your weapon equal to your swing.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.2)=4

Unique Technique: Rhino Charge (-4 move and attack, -1 to remove max of 9, -1 to remove penalties) [6] with Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%);

6*(1-0.1-0.2-0.2)=3.0

Full Cost: 4+3=7

 

Shield Edge Block

Pre-Requisites: You must be wielding a Shield.

When an enemy makes an attack against you or an ally, you may step and attempt to block that attack with a bonus of +2. If you succeed, you may make a free attack against that enemy with your shield. If you step, it counts as a retreat. This Block doesn't count towards your block limit.

Unique Technique: Parry & Riposte (based on aggressive parry -1, weapon based -1, can aim anywhere -2, -1 no damage penalty, -1 to allow retreat, -2 to allow step instead of retreat) [8]; plus Sacrificial Parry [1]; total [9] with Martial Power (-10%); 1/scene (-20%); Requires Shield (-10%); Aspected: Combat Only (-20%);

9*(1-0.1-0.2-0.1-0.2)=3.6

Block +2 [10]; Accessibility: Melee Attacks Only (-20%); Martial Power (-10%); Once per Scene (-20%); Reduced Time 1/100 (-40%);

10*(1-0.2-0.1-0.2-0.4)=1.0 min 10*0.2=2

Extra Block: Extra Arm [10] 1 with Force Extension (+50%); Shield Mount (-80%); Martial Power (-10%); Aspected Combat Only (-20%);

10*(1+0.5-0.8-0.1-0.2)=4.0

Full Cost: 3.6+2+4=9.6

 

Trip Up

After a successful attack, you may make another free attack. If you hit that attack, the target must make an HT check or fall prone.

Innate Attack Tox 1 [1]; Martial Power (-10%); Melee Attack Range C, no parry (-35%); Side Effect: Legless (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); 1/scene (-20%);

1*(1-0.1-0.35+0.9+3+0.2-0.2-0.2-0.5-0.4-0.2)=3.15

Extra Attack 2 [25]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Martial Power (-10%); Requires Weapon (-10%); Accessibility: After hitting with an attack (-10%); 1/scene (-20%);

25*(1-0.2-0.4-0.05-0.1-0.1-0.1)=1.25   Min 25*0.2=5

5+3.15=8.15

 

Sudden Surge

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing, and then you can move your full move.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

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

Unique Technique Sudden Surge (-4 move and attack, -1 remove max 9, -1 after moving, -1 no penalties) bought to default [7] with Aspected: Combat Only (-20%); Martial Power (-10%); 1/scene (-20%);

7*(1-0.2-0.1-0.2)=3.5

Full Cost: 4.8+3.5=8.3

 

Twofold Torment

Pre-Requisites: You must be dual wielding.

After a successful attack, the target takes extra knockback: For a crushing weapon, use double the damage rolled to find knockback. For other weapons, calculate knockback as if using a regular crushing weapon. If you made this attack as part of a dual weapon attack, if the second attack also hits, the target takes Minor Damage of the same type as your weapon.

Single Skill Imbue 1 [2] with + Imbuement Forceful blow 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); 1 FP Cost reduction (+20%); Fixed Duration (+0%); Cosmic: No Roll (+100%)

3*(1-0.1-0.2-0.2+0.2+1)=5.1

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up 2nd strike of a dual strike (+30%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.3-0.1-0.2-0.2-0.1)=0.8 Min 8*0.2=1.6

Full Cost: 5.1+1.6=6.7

 

Inertia Strike

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, deal extra Minor Damage of the same type as your weapon to every enemy adjacent to you.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.2-0.1)=3.2

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Requires Weapon (-10%); Accessibility: Target is prone (-10%); AoE 2y (+50%); Emanation (-20%); Selective Area (+20%);

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

Full Cost: 3.2+4.8=8

 

Echoing Assault

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. If the target is adjacent to you during your next turn, you get an extra attack against him.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

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

Extra Attack 2 [25]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Martial Power (-10%); Requires Weapon (-10%); Accessibility: After hitting with an attack (-10%); 1/scene (-20%);

25*(1-0.2-0.4-0.05-0.1-0.1-0.1)=1.25   Min 25*0.2=5

Full Cost: 4.8+5=9.8

 

Rank 3 Encounter Powers [3]

Steel Serpent Strike

After a successful attack, the target takes extra damage equal to your Swing of the same type as your weapon and must make an HT check -1 per 2 points of damage past DR or take -3 to basic move for 1 second.

Single Skill Imbue 3 [8] and 1pt into Crippling Blow: Debuff (-2) [1]; with Power (-10%); Aspected: Combat Only (-20%); Cosmic: No Roll Required (+100%); Fixed Duration (0%); Reduced Duration 1/100 (-40%); 1/scene (-20%);

Debuff is: basic move -3 [-15] which gives a -2 penalty to skill roll, not enough to affect cosmic.

(8+1)*(1-0.1-0.2+1-0.4-0.2)=9.9

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Aspected: Combat Only (-20%); Follow-Up: Melee Attack (40%); 1/scene (-20%);

8*(1-0.2-0.4+0.2-0.1-0.2+0.4-0.2)=4

Full Cost: 9.9+4=13.9

 

Bell Ringer

Make a quick contest of weapon skill vs the HT of an enemy within weapon reach. If you win, the target takes 1d6 injury (that ignores DR) and gives Disoriented (-2 to all defenses, and -1 to step).

Affliction [10]; Disoriented (33%); Malediction (+100%); Max Range 5y (-40%); Based On DX, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Martial Power (-40%); Aspected: Combat Only (-20%); -1/scene (-20%); Accessibility: Range is equal to weapon reach (-10%); Linked (+10%);

Disoriented is: -4 to DX; only for the purposes of defending (-80%) and -10 basic move only for the purposes of stepping (-50%);

-40%*(20%)=-8.0%  plus -50*(1-0.5)=-25 

-8-25=-33

10*(1+0.33+1-0.4+0.2-0.4-0.4-0.2-0.2-0.1+0.1)=9.3

Innate Attack tox 1d6 [4]; Martial Power (-10%); Range is 5y (-40%); Accessibility: Range is equal to weapon reach (-10%); Malediction (+100%); 1/scene (-20%); Linked (+10%);

4*(1-0.1-0.4-0.1+1-0.2+0.1)=5.2

9.3+5.2=14.5

 

Serpent's Coil

After a successful melee attack, the target takes a -2 penalty to all attack rolls. If you are wielding a weapon capable of entangling the target, the target also takes 2d6 control points.

Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%); Follow-up: melee Only (+40%); 1/scene (-20%); Defensive (+50%);

4*(1+0.5-0.5-0.2+0.4-0.2+0.5)=6

Binding 16 [32]; Martial Power (-10%); Follow-up: Melee (+40%); Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Aspected: Combat Only (-20%); Nuisance Effect: You must have a way to grapple the target (-5%);

32*(1-0.1+0.4-0.35-0.2-0.2-0.4)=4.8  Min 32*0.2=6.4

Full Cost: 6+6.3=12.3

 

Sweeping Blow

After a successful attack, treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102), regardless of damage type. All enemies adjacent to you take damage.

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Requires Weapon (-10%); Cosmic: No Roll (+100%);

9*(1-0.05-0.2-0.2-0.2+0.2+0.2+1-0.1)=14.85

 

Armor Piercing Thrust

Before you make an attack, if it's a Thrust, you gain +2 to the attack roll. After a successful attack, make a DX check. If you succeed, treat the damage as if it had Armor Divisor 2, or increase the Armor Divisor to the next step. If your attack was a thrust attack, deal extra Minor Damage.

Single Skill Imbue 3 [8] with + Imbuement Penetrating Strike bought to default [8]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Requires Weapon (-10%);

16*(1-0.1-0.2-0.2-0.2+0.2+0.2-0.1)=9.6

Weapon Savant 2 [9] Martial Power (-10%); Aspected: Melee Thrust Only (-30%); 1/scene (-20%);

9*(1-0.1-0.3-0.2)=3.6

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); Follow-Up: Melee (+40%); 1/scene (-20%); Accessibility: Thrust attack (-10%);

8*(1-0.2-0.4-0.1-0.2+0.4-0.2-0.2)=0.8 Min 8*0.2=1.6

Full Cost: 9.6+3.6+1.6=14.8

 

Blinding Smash

Make a quick contest of weapon skill vs the HT of an enemy within weapon reach. If you win, the target is blinded for 1 second.

Affliction [10]; Blinded (50%); Malediction (+100%); Max Range 5y (-40%); Based On DX, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Martial Power (-40%); Aspected: Combat Only (-20%); -1/scene (-20%); Accessibility: Range is equal to weapon reach (-10%); Linked (+10%);

10*(1+0.5+1-0.4+0.2-0.4-0.4-0.2-0.2-0.1+0.1)=11

 

Recovering Strike

After a successful attack, you deal Minor Damage and may make an HT check to recover 4 hp. This only heals recent injuries, and does not stop bleeding.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%);

8*(1-0.2-0.4+0.5-0.1-0.2-0.2)=3.2

Heal [30], 1/scene (-20%); Reduced FP Cost 2 (+40%); Capped 2 FP (-25%); Injuries Only (-20%); Self Only (0%); Martial Power (-10%); Cannot restore crippled limbs (-10%); Aspected: Recent Injuries Only (-20%); Nuisance Effect: Doesn't Stop Bleeding (-5%); Based on HT, Own Roll (+20%); Aspected: Combat Only (-20%); Linked (+20%); Accessibility: After a successful hit (-20%);

30*(1-0.2+0.4-0.25-0.2-0.1-0.1-0.2-0.05+0.2-0.2+0.2-0.2)=9.0

Full Cost: 3.2+9=12.2

 

Reaver's Hook

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing and the target must make an HT check. If he fails, next time he moves, he will take 1d6 damage. In addition, if you are wielding a weapon capable of such, you grapple the target, dealing 1d6 control points.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

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

Binding 11 [22]; Martial Power (-10%); Follow-up: Melee (+40%); Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Aspected: Combat Only (-20%); Nuisance Effect: You must have a way to grapple the target (-5%); 1/scene (-20%);

22*(1-0.1+0.4-0.35-0.2-0.2-0.4)=3.3 Min 22*0.2=4.4

Innate Attack Tox 1 [1]; Martial Power (-10%); Melee Attack Range C, no parry (-35%); Side Effect: Legless (+132%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%);

Debuff is: Weakness; Behavior: moves, very common 1d6/min [-60]; upgraded to 1/sec with Reduced Time 6 (+120%).

-60*(1+1.2)=-132

1*(1-0.1-0.35+1.32+3+0.2-0.2-0.2-0.5-0.4)=3.77

Full Cost: 4.8+4.44+3.77=13.01

 

Sweeping Slash

Before you make an attack, every enemy around you takes (Swing x2) knockback, then after a successful attack, you deal extra damage of the same type as your weapon equal to your swing.

Natural Weapon Cr [5]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Double Knockback (+20%); Follow-up: Melee Only (+40%); Requires Shield (-10%); Aspected: Combat Only (-20%); No Blunt Trauma (-10%); No Wounding (-50%); AoE 2y (+50%); Emanation (-20%); Selective Area (+20%); 1/scene (-20%);

5*(1-0.2-0.4+0.2-0.1+0.2+0.4-0.1-0.2-0.1-0.5+0.5-0.2+0.2-0.2)=2.5

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

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

Extra Attack 2 [25]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Martial Power (-10%); Requires Weapon (-10%); Accessibility: After hitting with an attack (-10%); 1/scene (-20%);

25*(1-0.2-0.4-0.05-0.1-0.1-0.1)=1.25   Min 25*0.2=5

Full Cost: 2.5+4.8+5=12.3

 

Reckless Strike

Make an attack at -2. If you hit, deal +1 per die extra damage, with a follow-up of the same type as your weapon equal to your swing +2/die.

Unique Technique Reckless strike (-4 for +1/die) bought to -2 [2] with Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%);

2*(1-0.1-0.2-0.2)=1

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); +2/die (120%); 1/scene (-20%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.5-0.1-0.2+0.2+1.2-0.2-0.1)=13.6

Full Cost: 13.6+1=14.6

 

Savage Parry

When an enemy makes an attack against you or an ally, you may step and attempt to parry that attack. If you succeed, you may make a free attack against that enemy. On a hit, make a quick contest of your weapon skill vs the target's HT. if you win, the target deals 50% less damage for 1 second. If you step, it counts as a retreat.

Unique Technique: Parry & Riposte (based on aggressive parry -1, weapon based -1, can aim anywhere -2, -1 no damage penalty, -1 to allow retreat, -2 to allow step instead of retreat) [8]; plus Sacrificial Parry [1]; total [9] with Martial Power (-10%); 1/scene (-20%); Requires Weapon (-10%); Aspected: Combat Only (-20%);

9*(1-0.1-0.2-0.1-0.2)=3.6

Affliction [10]; Legless (75%); Malediction (+100%); Max Range 5y (-40%); Based On DX, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Nuisance Effect: Max range is weapon reach (-5%); Linked (+20%); Accessibility: parrying (-20%); Requires Shield (-10%); Requires Weapon (-10%); Accessibility: Only during a wait maneuver and only against adjacent targets (-40%);

Weakness is Shrinking 3 [15]; Minimum Size Only, (+0%); Magic (-10%); Aspected: Only for the purposes of reducing damage (-40%); 15*(1-0.1-0.4)=7.5

10*(1+0.75+1-0.4+0.2-0.4-0.1-0.2-0.2-0.05+0.2-0.2-0.1-0.1-0.4)=10

Full Cost: 3.6+10=13.6

 

Rank 4 Encounter Powers [4]

Bash and Pinion

After a successful melee attack, the target takes extra knockback equal to Swing x2 in any direction you choose, and then you grapple the target, dealing 1d6 control points. While grappled, the target has a penalty -4 to all attack rolls.

Binding 12[24]; Martial Power (-10%); Follow-up: Melee (+40%); Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Aspected: Combat Only (-20%); Nuisance Effect: You must have a way to grapple the target (-5%);

24*(1-0.1+0.4-0.35-0.2-0.2-0.4)=3.6 Min 24*0.2=4.8

Natural Weapon Any [5]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Double Knockback (+20%); Follow-up: Melee Only (+40%); Requires Shield (-10%); Aspected: Combat Only (-20%); No Blunt Trauma (-10%); No Wounding (-50%); 1/scene (-20%); Overhead (+20%);

5*(1-0.2-0.4+0.2-0.10+0.2+0.4-0.1-0.2-0.1-0.5)=1.0

Obscure 4 [8]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%); Follow-up: melee Only (+40%); 1/scene (-20%); Defensive (+50%);

8*(1+0.5-0.5-0.2+0.4-0.2+0.5)=12

4.8+1+12=17.8

 

Shield Slam

Pre-Requisites: You must be wielding a Shield.

After a successful attack, make a quick contest of Shield Skill vs the target's HT. If you win, the target is prone and takes (Swing +1/de)*2 knockback.

Natural Weapon Any [5]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Double Knockback (+20%); Malediction (+100%); Requires Shield (-10%); Aspected: Combat Only (-20%); No Blunt Trauma (-10%); No Wounding (-50%); +1/die (+60%); 1/scene (-20%); Linked (+20%); Accessibility: After a hit (-20%);

5*(1-0.2-0.4+0.2-0.1+0.2+1-0.1-0.2-0.1-0.5+0.6-0.2+0.2-0.2)=6

Affliction [10]; Legless (40%); Malediction (+100%); Max Range 5y (-40%); Based On DX, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Nuisance Effect: max range equal to weapon reach (-5%); Linked (+20%); Accessibility: After a hit (-20%); Requires Shield (-10%);

10*(1+0.4+1-0.4+0.2-0.4-0.1-0.2-0.2-0.05+0.2-0.2-0.1)=11.5

Full Cost: 6+11.5=17.5 

 

Shield Riposte

Pre-Requisites: You must be wielding a Shield.

When an enemy within reach attacks you or an ally; you may make a free attack with your shield.

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/scene (-20%); Reduced Duration 1/100 (-40%); Requires Shield (-10%);

100*(1-0.4-0.2-0.1-0.1-0.2-0.4)=-40.0 Min 100*0.2=20 

 

COME AND GET IT

Pick 1 or more targets within 5 yards of you that can hear you. Make a quick contest of Weapon Skill vs the target's Will at -1 per target. If you succeed, the targets move up to 5 yards until they are adjacent to you. All enemies adjacent to you take damage of the same type as your weapon equal to your Swing.

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Aspected: Combat Only (-20%); AoE 2y (+50%); Emanation (-20%); 1/scene (-20%);

8*(1-0.2-0.4+0.2-0.1-0.2+0.5-0.2-0.2)=3.2

Rapier Wit [5]; Words of Power (+100%); Debuff (+200%); Based on DX, Own Roll (+20%); Short Range 2 (-20%); Max Range 5y (-40%); 1/scene (-20%); Martial Power (-10%);

Slide is Warp [100]; Aspected: Only in Combat (-20%); Magical (-10%); Accessibility: Only to a place adjacent to target of attack (-20%); Max Range 10y (-50%);

100*(1-0.2-0.1-0.2-0.5)=0 Min 100*0.2=20

5*(1+1+2+0.2-0.2-0.4-0.2-0.1)=16.5

Full Cost: 3.2+16.5=19.7

 

Hydra Charge

Before your attack, you may move your full move. After a successful hit, treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. All enemies adjacent to you take damage. All enemies hit have a -2 penalty on all attack rolls for 1 second.

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); 1/scene (-20%);

9*(1-0.2-0.2-0.2-0.2+0.2+0.2+1-0.2)=12.6

Obscure 2 [4]; Anti-Targeting (-20%); Accessibility: After hitting with Hydra Charge (-10%); 1/scene (-20%); 1/10 (-25%); Defensive (+50%);

4*(1-0.2-0.1-0.2-0.25+0.5)=3

Unique Technique: Hydra Charge (move and attack -4, remove max 9 -1, no penalties -1) bought to default [6]; With Aspected: Combat Only (-20%); Martial Power (-10%); 1/scene (-20%);

6*(1-0.2-0.1-0.2)=3

Full Cost: 12.6+3+3=18.6

 

Rank 5 Encounter Powers [5]

Probing Attack

After you make an attack, get +4 to your attack rolls for 1 second. If an enemy moves or takes a step within your reach, you may make a free attack against them, and gain the same benefit.

Weapon Savant 2 [17] Martial Power (-10%); Aspected: Melee Only (-20%); Accessibility: Before making attack (-10%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

17*(1-0.1-0.2-0.1-0.2-0.4)=0.0 Min 17*0.2=3.4

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

100*(1-0.4-0.2-0.1-0.1-0.2-0.4)=-40.0 Min 100*0.2=20 

Full Cost: 20+3.4=23.4

 

Bull Charge

You may move your full move and make an attack. If you hit, you deal extra crushing damage equal to your swing with double Knockback; you can then take a free step and make a quick contest of your weapon skill vs the target's HT. If you win, the target is knocked prone.

Natural Weapon Cr [5]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); x2 Knockback (+20%);

5*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.2+0.2)=3.5

Unique Technique: Bull Charge (-4 move and attack, -1 to remove max of 9, -1 to remove penalties) [6] with Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%);

6*(1-0.1-0.2-0.2)=3.0

Extra Attack 1 [25]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Martial Power (-10%); Requires Weapon (-10%); Accessibility: After hitting with an attack (-10%); 1/scene (-20%);

25*(1-0.2-0.4-0.05-0.1-0.1-0.1)=1.25   Min 25*0.2=5

 and you can make a quick contest of your weapon skill vs the target's HT. If you win, the target is knocked prone.

Affliction [10]; Legless (40%); Malediction (+100%); Max Range 5y (-40%); Based On DX, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Nuisance Effect: Max range is weapon reach (-5%);

10*(1+0.4+1-0.4+0.2-0.4-0.1-0.2-0.2-0.05)=12.5

Full Cost: 3.5+3+5+12.5=24

 

Slamming Rush*

*The price of this power assumes KYOS

Pre-Requisites: Must be grappling an enemy.

Make a contest of your ST+10 against a grappled foe's best of ST, DX and Grappling skill. If you win, you can move your basic move and drag the target along as if you could carry 10x more lbs, then, at the end of the move, knock the target prone and make another attack.

Unique Technique: Slamming Rush (Takedown with move and attack -4, remove max 9 -1, rapid strike x1 -6) bought to default [11] with Martial Power (-10%); Aspected Combat Only (-20%); 1/scene (-20%);

11*(1-0.1-0.2-0.2)=5.5

+10 Lifting ST [70]; Martial Power (-10%); 1/scene (-20%); Reduced time 1/100 (-40%); Actual time is 1 task (-5%);

70*(1-0.1-0.2-0.4-0.05)=17.5

17.5+5.5=23

 

Not So Fast

When an enemy moves away from you, you may make a free attack against then. If you are wielding a weapon capable of entangling, the target also takes 1d6 control points. This is cumulative with the extra attack from an Attack of Opportunity.

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); Reduced Duration 1/100 (-40%);

100*(1-0.4-0.2-0.1-0.1)=20.0

Binding 11 [22]; Martial Power (-10%); Follow-up: Melee (+40%); Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Aspected: Combat Only (-20%); Nuisance Effect: You must have a way to grapple the target (-5%);

22*(1-0.1+0.4-0.35-0.2-0.2-0.4)=3.3 Min 22*0.2=4.4

Full Cost: 20+4.4=24.4

 

Bloody The Field

After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, the target must make a quick contest between your Weapon Skill and their HT. If they lose, they are Disoriented (-2 to defenses and -1 step range, min 0). If the target is suffering from a Major Wound, it takes extra Minor Damage of the same type as your weapon.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);

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

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Accessibility: Major Wounded (-10%);

8*(1-0.2-0.4+0.5-0.1-0.2+0.2-0.2-0.1)=4.0

Affliction [10]; Disoriented (33%); Malediction (+100%); Max Range 5y (-40%); Based On DX, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Linked (+20%); After a successful Hit (-20%); Requires Weapon (-10%); Actual Range is Weapon Reach (-5%);

Disoriented is: -4 to DX; only for the purposes of defending (-80%) and -10 basic move only for the purposes of stepping (-50%);

-40%*(20%)=-8.0%  plus -50*(1-0.5)=-25 

-8-25=-33

10*(1+0.33+1-0.4+0.2-0.4-0.1-0.2+0.2-0.2-0.1-0.05)=12.8

Full Cost: 12.8+4.8+4=21.6

 

Armored Assault

Pre-Requisites: You must be wielding a Shield.

You may move your full speed and make an attack. If you hit, make a quick contest of Shield Skill vs the target's HT. If you win, the takes Swing Crushing damage with double knockback and falls prone.

Natural Weapon Cr [5]; Single (-20%); Cannot Parry (-40%); Follow-up melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); x2 Knockback (+20%); Malediction (+100%); Requires Shield (-10%);

5*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.2+0.2+1-0.1)=8

Affliction [10]; Legless (40%); Malediction (+100%); Max Range 5y (-40%); Based On DX, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Nuisance Effect: max range equal to weapon reach (-5%); Linked (+20%); Accessibility: After a hit (-20%); Requires Shield (-10%);

10*(1+0.4+1-0.4+0.2-0.4-0.1-0.2-0.2-0.05+0.2-0.2-0.1)=11.5

Unique Technique: Armored Assault (move and attack -4, remove max 9 -1, no penalties -1) bought to default [6]; With Aspected: Combat Only (-20%); Martial Power (-10%); 1/scene (-20%);

6*(1-0.2-0.1-0.2)=3

Full Cost: 8+11.5+3=22.5

 

Rank 6 Encounter Powers [6]

Immediate Vengeance

Pre-Requisites: You must be wielding a Shield.

When an enemy hits you or an ally; you may make a free attack against that enemy. If you succeed, the target must make Quick Contest of your Weapon Skill vs their HT or deal 50% less damage for 1 second.

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

100*(1-0.4-0.2-0.1-0.1)=20.0

Affliction [10]; Legless (75%); Malediction (+100%); Max Range 5y (-40%); Based On DX, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/scene (-20%); Nuisance Effect: Max range is weapon reach (-5%); Linked (+20%); Accessibility: Hitting (-20%); Requires Shield (-10%); Requires Weapon (-10%); Accessibility: Only during a wait maneuver and only against adjacent targets (-40%);

Weakness is Shrinking 3 [15]; Minimum Size Only, (+0%); Magic (-10%); Aspected: Only for the purposes of reducing damage (-40%); 15*(1-0.1-0.4)=7.5

10*(1+0.75+1-0.4+0.2-0.4-0.1-0.2-0.2-0.05+0.2-0.2-0.1-0.1-0.4)=10

Full Cost: 20+10=30

 

Bludgeoning Vise

After a successful attack,  the target must make an HT check (-1 per 2 penetrating damage) or be Disoriented (-2 to defenses and -1 step range, min 0). Then, you may make an extra attack. If you hit, the must make an HT check (-1 per 2 penetrating damage) or fall prone.

Extra Attack 1 [25]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Martial Power (-10%); Requires Weapon (-10%); Accessibility: After hitting with an attack (-10%); 1/scene (-20%);

25*(1-0.2-0.4-0.05-0.1-0.1-0.1)=1.25   Min 25*0.2=5

Single Skill Imbue 3 [8] with + Imbuement Crippling blow 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); 1 FP Cost reduction (+20%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Cosmic: No Roll Requires (+100%);

9*(1-0.1-0.2-0.2+0.2-0.4+1)=11.7

Single Skill Imbue 3 [8] with + Imbuement Crippling blow 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Cosmic, No roll required (+100%);

Disoriented is: -4 to DX; only for the purposes of defending (-80%) and -10 basic move only for the purposes of stepping (-50%);

-4 to dx is -4*(1-0.8)=-0.8, -1 to crippling blow; -10 to basic move is -50; -50*(1-0.5)=-25; -25 is -3 to crippling blow check

Total penalty: -4; which is not enough to affect Cosmic: No Roll Required.

9*(1-0.1-0.2-0.2+0.2-0.4+1)=11.7

Full Cost: 11.7+11.7+5=28.4

 

Rank 1 Daily Powers [1]

Villains Menace*

*Pricing based on KYOS

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing. In addition, you gain +2 to attack rolls and +4 to damage rolls for1 minute.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Villains Menace: Weapon Savant 2 [9] and Striking ST 4 [4] packaged together with 1/day (-40%); Martial Power (-10%); Accessibility: After successful melee Attack (-20%); Requires Weapon (-10%);

13*(1-0.4-0.1-0.2-0.1)=2.6

Full Cost: 1.6+2.6=4.2

 

Dizzying Blow

After a successful melee attack, you deal extra Crushing damage equal to your Swing plus Major Damage of the same type. In addition, the target must make an HT check or be rooted to the ground for 9 seconds. He can make another HT check every second to break free.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

5*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.0

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

5*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.0

Innate Attack Tox 1 [1]; Martial Power (-10%); Range 4y (-40%); Side Effect: Legless (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration 1/20 (-25%); Daily (-40%); Save Ends (-50%);

1*(1-0.1-0.4+0.9+3+0.2-0.2-0.2-0.5-0.25-0.4-0.5)=2.55

Full Cost: 2.55+1+1=4.55

 

Rain of Steel

As a ready action, and with and a gutsy yell, you enter the Rain of Steel Stance. When you enter this stance, once per second, all enemies take Swing damage of the same type as your weapon. This stance lasts 10 seconds. You may only have one stance active at a time.

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Aspected: Combat Only (-20%); Nuisance Effect: Only 1 stance at a time (-5%); 1/day (-40%); Reduced Duration 1/20 (-25%); Aura (+80%); Selective Area (+20%); Area Effect 2y (+50%);

8*(1-0.2-0.4+0.2-0.1-0.2-0.05-0.4-0.25+0.2+0.5)=2.4

 

Cometfall Charge

You may move your full speed before an attack. If you hit, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type.

atural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

atural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Unique Technique Cometfall Charge (move and attack -4, remove max 9 -1, no penalties -1) bought to default [6]; With Aspected: Combat Only (-20%); Martial Power (-10%); 1/day (-40%);

6*(1-0.2-0.1-0.4)=1.8

1.6+1.6+1.8=5

 

Pinning Smash

After a successful attack, you pin the target with your weapon, dealing 2d6 control points.

Binding 12 [24]; Martial Power (-10%); Linked (+20%); Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Aspected: Combat Only (-20%); Nuisance Effect: You must have a way to grapple the target (-5%); Daily (-40%); Engulfing (+60%); Environmental: Target must be adjacent to you (-20%); One-Shot (-10%); Requires Weapon (-10%); Accessibility: Melee attack (-10%);

24*(1-0.1+0.2-0.35-0.2-0.2-0.05-0.4-0.2+0.6-0.1-0.1-0.1)=0.0 Min 24*0.2=4.8

 

Dancing Defense

Pre-Requisites: You must be dual wielding.

As a free action, you enter the Dancing Defense Stance. When you enter this stance, whenever you hit with an attack, you may make a Defensive Feint (p.MA101) against the target of the attack or an Extra Attack against a different target. The Stance lasts for 1 minute.

Extra Attack 1 [25]; Reduced Duration 1/10(-20%); Martial Power (-10%); Requires Weapon (-10%); Accessibility: After hitting with an attack (-10%); 1/day(-40%);

25*(1-0.2-0.1-0.1-0.1-0.4)=2.5 Min 25*0.2=5

 

Terrifying Impact

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing. In addition, all enemies within 4 yards Knockback equal to your Thrust.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Natural Weapon Any [5]; Single (-20%); Cannot Parry (-40%); Martial Power (-10%); Double Knockback (+20%); Follow-up: Melee Only (+40%); Requires Weapon (-10%); Aspected: Combat Only (-20%); No Blunt Trauma (-10%); No Wounding (-50%);  1/day (-40%); AoE 4y (+100%); Emanation (-20%); Selective Area (+20%);

5*(1-0.2-0.4+0.2-0.10+0.4-0.1-0.2-0.1-0.5-0.4+1-0.2+0.2)=3.0

Full Cost: 1.6+3=4.6

 

Rank 2 Daily Powers [2]

Knee Breaker

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 takes -3 to their basic move for 9 seconds. If he loses by 5 or more, he is rooted to the ground for 9 seconds. Every second he may attempt another HT check to break free.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Affliction [10]; Slowed (15%); Malediction (+100%); Max Range 5y (-40%); Based On DX, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20 (-25%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-20%); Nuisance Effect: Max range is weapon reach (-5%); Secondary Effect: Sessile (+8%); Save Ends (-50%);

Slowed is -3 basic Move [-15]

10*(1+0.15+1-0.4+0.2-0.25-0.1-0.2-0.2-0.05+0.08-0.5)=7.3

Full Cost 7.3+1.6=8.9

 

Press of Steel

Pre-Requisites: You must be wielding a Shield.

After a successful melee attack, you deal extra damage equal to your swing. In addition, if the target is adjacent to some blocking terrain or similar obstacle, you grapple the target with a shield press, dealing 2d6 control points.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Binding 16 [32]; Martial Power (-10%); Follow-up: Melee (+40%); Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Aspected: Combat Only (-20%); Nuisance Effect: You must have a way to grapple the target (-5%); Daily (-40%);

32*(1-0.1+0.4-0.35-0.2-0.2-0.4)=4.8 Min 32*0.2=6.4 

Full Cost: 1.6+6.4=8

 

Seize and Stab

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, if you have means of doing so, you grapple the target, dealing 1d6 control points.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Binding 11 [22]; Martial Power (-10%); Follow-up: Melee (+40%); Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%); Aspected: Combat Only (-20%); Nuisance Effect: You must have a way to grapple the target (-5%); Daily (-40%);

22*(1-0.1+0.4-0.35-0.2-0.2-0.4)=3.3 Min 22*0.2=4.4

Full Cost: 1.6+4.4+1.6=7.6

 

Unstoppable Advance

As a free action, and with and a gutsy yell, you enter the Unstoppable Advance Stance. When you enter this stance, after every attack, deal Swing x2 extra knockback. This stance lasts 10 seconds. You may only have one stance active at a time.

Rapier Wit [5]; Words of Power (+100%); Buff (+20%) Short Range 2 (-20%); Max Range 5y (-40%); Cosmic: No roll required (+100%); 10/day (-10%); Self Only (-50%); Requires Weapon (-10%); Aspected: Combat Only (-20%); Nuisance Effect: Only 1 stance at a time (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%)

Buff is: Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Aspected: Combat Only (-20%); Nuisance Effect: Only 1 stance at a time (-5%);

8*(1-0.2-0.4+0.2-0.1-0.2-0.05)=2

5*(1+1+0.2-0.2-0.4+1-0.1-0.5-0.1-0.2-0.05-0.2)=7.25

 

Brazen Assault

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, for 1 minute, you gain DR 5 (tough skin).

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

DR 5 [25]; 1/day (-40%); Toughskin (-40%); Accessibility: After hitting with a melee attack.

25*(1-0.4-0.4-0.1)=2.5 Min 25*0.2=5

1.6+1.6+5=8.2

 

Bone Crusher

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type if you managed to deal at least 1/3rd of the target's HP in damage, it takes x2 damage from all physical damage. Every second it can make an HT check to shrug off the effect. This effect lasts until the target is healed.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%); Symptoms 1/3: Vulnerable (60%); Save Ends (-50%);

Vulnerable is: Vulnerable to physical damage x2 [-40]; Magical (-10%); Aspected: Combat Only (-20%); and only attacks (-20%);

-40*(1-0.1-0.2-0.2)=-20.0

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1+0.6)=6.4

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Full Cost: 6.4+1.6=8

 

Hobbling Cut

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing. In addition, if you caused at least 1/3rd of their HP in damage, the target takes a penalty of -3 to their move and deal 50% less damage. Once per second the target may make an HT check to break free of these effects, otherwise the effects remain until healed.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%); Symptoms: Weakened and Slowed 1/3 (68%);

Weakened and Slowed is Basic Move -3 [-15] and Shrinking 3 [15]; Minimum Size Only, (+0%); Magic (-10%); Aspected: Only for the purposes of reducing damage (-40%); 15+15*(1-0.1-0.4)=22.5

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2+0.68)=7.04

 

Rank 3 Daily Powers [3]

Brute Strike

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your swing +2/die plus Major Damage of the same type.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); +2/die (120%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2+1.2-0.4-0.1)=11.2

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Full Cost: 11.2+1.6=12.8

 

Ruinous Assault

Pre-Requisites: You must be dual wielding.

When you make a dual attack, after each attack, the target must make an HT-4 check or take 1d6 damage per second. Each second the target can make another HT-4 check to get shrug off the effect. The effect lasts 6 seconds, and it is not cumulative, so it is in your best interest to spread the attacks to two different targets.

Innate Attack tox 1d6 [4]; Martial Power (-10%); Range is 5y (-40%); Increased 1/2D, 5x (+10%); Inaccurate 3 (-15%); Cyclic 1/s 8x Save ends (+300%) Aspected: Combat Only (-20%); Daily (-40%); Follow-up: Melee (+40%); Resistible HT-4 (-10%); Accessibility: Only when dual attacking (-10%);

4*(1-0.1-0.4+0.1-0.15+3-0.2-0.4+0.4-0.1-0.1)=12.2

 

Nimble Bladestorm

After a successful attack deal extra damage of the same type as your weapon equal to your Swing. In addition treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. All enemies adjacent to you take damage.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Daily (-40%);

9*(1-0.2-0.2-0.2-0.2+0.2+0.2+1-0.4)=10.8

Full Cost: 1.6+10.8=12.4

 

Shift the Battlefield

After a successful attack deal extra damage of the same type as your weapon equal to your Swing and Swing x2 knockback. In addition treat the damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. All enemies adjacent to you take the damage and knockback.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Natural Weapon Any [5]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Martial Power (-10%); Double Knockback (+20%); Follow-up: Melee Only (+40%); Aspected: Combat Only (-20%); No Blunt Trauma (-10%); No Wounding (-50%); Daily (-40%);

5*(1-0.2-0.4+0.2-0+0.2+0.4-0.1-0.2-0.1-0.5-0.4)=-0.5  Min 5*0.2=1

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Daily (-40%);

9*(1-0.2-0.2-0.2-0.2+0.2+0.2+1-0.4)=10.8

Full Cost: 1.6+1+10.8=13.4

 

Bare-Knuckled Rebuke

Take a ready Maneuver to enter the Bare-Knuckled Rebuke Stance for 1 minute. While in this stance, whenever an enemy attacks you, you may make a free unarmed attack against him. You may only have one stance active at a time.

Altered Time Rate [100]; Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/day (-40%); Reduced Duration 1/10 (-25%);

100*(1-0.2-0.1-0.1-0.4-0.25)=-5.0 Min 100*0.2=20

* 20*(1-0.25)=15 *

Full Cost: 15*

 

Stop Thrust

When an enemy gets within 2 yards of you, you can step and make an attack. If you hit, the target must make an HT check or be Rooted to the ground for 1 second.

Innate Attack Tox 1 [1]; Martial Power (-10%); Range 4y (-40%); Side Effect: Sessile (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration 1/100(-40%); Daily (-40%);

1*(1-0.1-0.4+0.9+3+0.2-0.2-0.2-0.5-0.4-0.4)=2.9

Altered Time Rate [100]; Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/day (-40%); Reduced Duration 1/100 (-40%);

100*(1-0.2-0.1-0.1-0.4-0.25)=-5.0 Min 100*0.2=20

20*(1-0.4)=12*

Full Cost: 12+2.9=14.9 *

 

Jackal Strike

When an enemy takes a major wound within reach, you can make a free attack against him.

Altered Time Rate [100]; Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/day (-40%); Reduced Duration 1/100 (-40%);

100*(1-0.2-0.1-0.1-0.4-0.25)=-5.0 Min 100*0.2=20

20*(1-0.4)=12*

 

One Against Many

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing. Treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. For 10 seconds anyone attacking you has a -2 penalty on their rolls, and you have a +2 bonus to your attack rolls.

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Daily (-40%);

9*(1-0.2-0.2-0.2-0.2+0.2+0.2+1-0.4)=10.8

Obscure 2 [4]; No Area effect (-50%); Anti-Targeting (-20%) Defensive (+50%); Daily (-40%); Accessibility: After a hit (-20%);

4*(1-0.5-0.2+0.5-0.4-0.2)=0.8

Weapon Savant 2 [9]; 1/day (-40%); Martial Power (-10%); Accessibility: After successful melee Attack (-20%); Requires Weapon (-10%);

9*(1-0.4-0.1-0.2-0.1)=1.8

Full Cost: 10.8+0.8+1.8=13.4

 

Staggering Blow

After a successful melee attack, you deal extra crushing damage equal to your Swing with double Knockback and Extra Major damage of the same type. If this attack does 1/3rd of the target's hp or more, the target is Disoriented (-2 to defenses and -1 step range) until healed.

Natural Weapon cr [5]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%); Symptoms, Disoriented, 1/3 (+171%)

Disoriented is: -4 to DX; only for the purposes of defending (-80%) and -10 basic move [50] only for the purposes of stepping (-50%); 50*(1-0.5)=25

(40%*80%+25%)=57.0%

5*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1+1.71)=9.55

Natural Weapon Cr [5]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%); Double Knockback (+20%);

5*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2+0.2)=2

9.55+2=11.55

 

Rank 4 Daily Powers [4]

Victorious Surge

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing Plus Major Damage of the same type. In addition, may make an HT check to recover 8 hp. This only heals recent injuries, and does not stop bleeding.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Heal [30], 1/day(-40%); Reduced FP Cost 4 (+80%); Capped 4 FP (-20%); Injuries Only (-20%); Self Only (0%); Martial Power (-10%); Cannot restore crippled limbs (-10%); Aspected: Recent Injuries Only (-20%); Nuisance Effect: Doesn't Stop Bleeding (-5%); Based on HT, Own Roll (+20%); Aspected: Combat Only (-20%); Linked (+20%); Accessibility: After a successful hit (-20%);

30*(1-0.4+0.8-0.2-0.2-0.1-0.1-0.2-0.05+0.2-0.2+0.2-0.2)=16.5

Full Cost: 16.5+1.6+1.6=19.7

 

Lasting Threat

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your swing +2/die plus Major Damage of the same type. In addition, the target is marked for 10 seconds.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); +2/die (120%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2+1.2-0.4-0.1)=11.2

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); Follow-up melee (+40%); Daily (-40%);

4*(1+0.5-0.5-0.2-0.1+0.4-0.4)=2.8

Full Cost: 11.2+1.6+2.8=15.6

 

Tempest Dance

After a successful attack, you may make step, then attack again, then step, and attack again, then step one last time, and attack again.

Extra Attack 3[75]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Martial Power (-10%); Requires Weapon (-10%); Accessibility: After hitting with an attack (-10%); 1/day (-40%);

75*(1-0.2-0.4-0.05-0.1-0.1-0.1-0.4)=-26.25      Min 75*0.2=15

Unique Technique: Tempest Dance (-2 extra step, -1 not committed) [3]; 3x/day (-20%); Martial Power (-10%);

3*(1-0.2-0.1)=2.1

Full Cost: 15+2.1=17.1

 

Driving Attack

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing. Then move up to the target and make another attack. In both cases the target takes extra knockback: For a crushing weapon, use double the damage rolled to find knockback. For other weapons, calculate knockback as if using a regular crushing weapon. If he is still standing, he must make a quick contest between your Weapon Skill and his HT, if he fails, he is knocked prone.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Single Skill Imbue 1 [2] with + Imbuement Forceful blow 1pt [1]; with Martial Power (-10%); 2/day(-30%); Aspected Combat (-20%); 1 FP Cost reduction (+20%); Fixed Duration (+0%); Cosmic: No Roll (+100%)

3*(1-0.1-0.2-0.2+0.2+1)=5.1

Rapier Wit [5]; Words of Power (+100%); Debuff (+40%) Short Range 2 (-20%); Max Range 5y (-40%); Based on DX, Own Roll (+20%); 1/day (-40%); Based on HT (+20%); Accessibility: after two hits (-20%);

Debuff is: Legless [-40]

5*(1+1+0.4-0.2-0.4+0.2-0.4+0.2-0.2)=8

Extra Attack 2 [25]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Martial Power (-10%); Requires Weapon (-10%); Accessibility: After hitting with an attack (-10%); 1/scene (-20%);

25*(1-0.2-0.4-0.05-0.1-0.1-0.1)=1.25   Min 25*0.2=5

Full cost: 1.6+5.1+8+5=19.7

 

Master's Edge

After a successful attack, for 1 minute, whenever the target moves next to an ally, you can move half your move, or make an attack against the target.

Altered Time Rate [100]; Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/day (-40%);

100*(1-0.2-0.1-0.1-0.4)=20.0

 

Crack the Shell

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing and, for the next 10 seconds, any attacks against the target gain +2 to attack rolls. In addition, the target must make an HT -4 check every second or take 1d6 injury.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Innate Attack tox 1d6 [4]; Martial Power (-10%); Range is 5y (-40%); Increased 1/2D, 5x (+10%); Inaccurate 3 (-15%); Cyclic 1/s 8x Save ends (+400%) Aspected: Combat Only (-20%); Daily (-40%); Follow-up: Melee (+40%); Resistible HT-4 (-10%); Accessibility: Only when dual attacking (-10%);

4*(1-0.1-0.4+0.1-0.15+4-0.2-0.4+0.4-0.4-0.1)=15.0

Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%); 1/day (-40%);

4*(1+0.5-0.5-0.2-0.4)=1.6 

Full Cost: 1.6+15+1.6=18.2

 

Thicket of Blades

After a successful attack deal extra damage of the same type as your weapon equal to your Swing and Extra Major damage of the same type. In addition treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. All enemies adjacent to you take damage and must make an HT check or take -3 to their basic move for 9 seconds. Each second they may make another HT check to break the effect.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Innate Attack Tox 1 [1]; Martial Power (-10%); Range 4y (-40%); Side Effect: Legless (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration 1/20 (-25%); Daily (-40%); Save Ends (-50%); AoE 2y (+50%); Emanation (-20%); Selective Area (+20%);

1*(1-0.1-0.4+0.9+3+0.2-0.2-0.2-0.5-0.25-0.4-0.5+0.5-0.2+0.2)=3.05

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Daily (-40%);

9*(1-0.2-0.2-0.2-0.2+0.2+0.2+1-0.4)=10.8

Full Cost: 1.6+1.6+3.05+10.8=17.05

 

Rank 5 Daily Powers [5]

Harrier's Ploy

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, for 1 minute, whenever the target moves, you can take a move maneuver to follow.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Altered Time Rate [100]; Accessibility, Only to take Move following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); Daily (-40%);

100*(1-0.4-0.2-0.1-0.1)=20.0

Seeking Drill [1]

Full Cost: 1.6+1.6+20+1=24.2

 

Agonizing Assault

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your swing and the target must make an HT check with a -1 penalty per 2 penetrating damage. If he fails, he is rooted to the ground and Disoriented (-2 to all defenses and -1 step range) for 9 seconds.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/day (-40%); Requires Weapon (-10%);

8*(1-0.2-0.4+0.4-0.1-0.2+0.2-0.4-0.1)=1.6

Single Skill Imbue 3 [8] with + Imbuement Crippling blow bought to default [8]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Fixed Duration (+0%); Reduced Duration 1/20 (-25%); Cosmic, No roll required (+100%);

Disoriented is: -4 to DX; only for the purposes of defending (-80%) and -10 basic move only for the purposes of stepping (-50%);

-4 to dx is -4*(1-0.8)=-0.8, -1 to crippling blow; -10 to basic move is -50; -50*(1-0.5)=-25; -25 is -3 to crippling blow check

Sessile is -4

Total penalty: -8; which is not enough to affect Cosmic: No Roll Required.

16*(1-0.1-0.2-0.2-0.2+0.2+0.2-0.25+1)=23.2

Full Cost: 23.2+1.6=24.8

 

Bedeveling Assault

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing. In addition, for one minute, once per second when an ally hits the target, you can make a free attack.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%);

100*(1-0.4-0.2-0.1-0.1)=20.0

Full Cost: 20+1.6=21.6

 

Hounding Longarm

After a successful melee attack, you deal extra damage of the same type as your weapon equal to your Swing. In addition, for 10 seconds, whenever an enemy moves or makes an attack that doesn't include you as its target, you can make a free attack.

Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2)=1.6

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/day (-40%); Reduced Duration 1/20 (-25%);

100*(1-0.4-0.2-0.1-0.1)=20.0

Full Cost: 20+1.6=21.6

 

Rank 6 Daily Powers [6]

Subtle Cut

Make a quick contest of your weapon skill vs the HT of any target within weapon reach. If you succeed, the target takes 2d6 injury. Every second he must make another HT check. If he succeeds, the effects end. If not, he takes 2d6 more injury.

Innate Attack tox 1d6 [4]; Martial Power (-10%); Range is 5y (-40%); Increased 1/2D, 5x (+10%); Inaccurate 3 (-15%); Cyclic 1/s 8x Save ends (+400%) Aspected: Combat Only (-20%); Daily (-40%); Resistible HT-2 (-20%); Accessibility: Only when dual attacking (-10%); Nuisance Effect: Actual Range is weapon Reach (-5%); Requires Weapon (-10%); Malediction (+100%);

8*(1-0.1-0.4+0.1-0.15+4-0.2-0.4-0.2-0.1-0.05-0.1+0)=27.2

 

Brutal Advance

After a successful melee attack, you deal extra crushing damage equal to your Swing with double Knockback. Then, you can take an extra maneuver to attack (or move and attack) the target. If you hit, the target must make an HT check or fall prone.

Natural Weapon Cr [5]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Martial Power (-10%); Aspected: Combat Only (-20%); 1/day(-40%); Requires Weapon (-10%); Swing Only (+20%); Double Knockback (+20%);

5*(1-0.2-0.4+0.4-0.1-0.4-0.2-0.1+0.2+0.2)=2

Altered Time Rate [100]; Accessibility, Only make attacking maneuvers (-20%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/day (-40%); Limited Duration 1/10 (-25%); Nuisance Effect: Actual time is one use only (-5%);

100*(1-0.2-0.2-0.1-0.1-0.4-0.25-0.05)=-30.0 Min 100*0.2=20

Unique Technique Cometfall Charge (move and attack -4, remove max 9 -1, no penalties -1) bought to default [6]; With Aspected: Combat Only (-20%); Martial Power (-10%); 1/day (-40%);

6*(1-0.2-0.1-0.4)=1.8

Innate Attack Tox 1 [1]; Martial Power (-10%); Range 4y (-40%); Side Effect: Legless (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration 1/20 (-25%); Daily (-40%); Save Ends (-50%);

1*(1-0.1-0.4+0.9+3+0.2-0.2-0.2-0.5-0.25-0.4-0.5)=2.55

Full Cost: 2+20+1.8+2.55=26.35

 

Bloodspike Sweep

After a successful melee attack, the target must make an HT check. If he fails, he takes 1d6 injury and is knocked prone. For 6 seconds he must make the HT check again or take another 1d6 injury.

Innate Attack tox 1d6 [4]; Martial Power (-10%); Range is 5y (-40%); Increased 1/2D, 5x (+10%); Inaccurate 3 (-15%); Cyclic 1/s 8x Save ends (+300%) Aspected: Combat Only (-20%); Daily (-40%); Follow-up: Melee (+40%); Resistible HT (-25%); Requires Weapon (-10%);

4*(1-0.1-0.4+0.1-0.15+3-0.2-0.4+0.4-0.25-0.1)=11.6

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Martial Power (-10%); 1/scene (-20%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%); Daily (-40%);

9*(1-0.2-0.2-0.2-0.2+0.2+0.2+1-0.4)=10.8

Innate Attack Tox 1 [1]; Martial Power (-10%); Range 4y (-40%); Side Effect: Legless (+90%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Fixed Duration (+0%); Reduced Duration 1/20 (-25%); Daily (-40%); Save Ends (-50%); AoE 2y (+50%); Emanation (-20%); Selective Area (+20%);

1*(1-0.1-0.4+0.9+3+0.2-0.2-0.2-0.5-0.25-0.4-0.5+0.5-0.2+0.2)=3.05

Full Cost: 11.6+10.8+3.05=25.45

 

Utility Powers

These are all in one place, but they're color coded as usual, so At-Will, Encounter, Daily. They have their own slots, that cannot be used for other powers. At-Wills, as usual, don't need specific slots.

 

Encounter Utility 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%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%; Aspected: No attacks and no damage powers (-40%);

4*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.6; 3*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.2

1.6+1.2=2.8

 

Daily Utility Power Slot [1.4+0.6 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%; Aspected: No attacks and no damage powers (-40%);

4*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 4*0.2=0.8; 3*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 3*0.2=0.6

0.8+0.6=1.4

 

Rank 1 Utility Powers [1]

Get Over Here

Select one ally within reach. That ally can move up to their speed -3.

Rapier Wit [5]; Buff (+90%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Martial Power (-10%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only before an attack (-10%); Duration is actually one use (-5%); Range is actually Reach (-5%);

Buff is Teleport [40]; Aspected: Combat Only (-20%) and only to move to places you could get walking (-20%); (-10%); and -3 move (-15)

40*(1-0.2-0.2)=24 24-15=9 

5*(1+0.9-0.2-0.4+0.2-0.1-0.2-0.3-0.1-0.05-0.05)=3.5

 

Defensive Stance

As a free action, and with and a gutsy yell, you enter the Defensive Stance. When you enter this stance, any attacks against you are made at -4 to their rolls. This stance lasts 1 minute. You may only have one stance active at a time.

Obscure 4 [8]; Defensive (+50%); Targeting (-20%); No Area Effect (-20%); 1/day (-40%); Nuisance Effect: Only 1 stance at a time (-5%); Emergencies Only (-30%);

8*(1+0.5-0.2-0.2-0.4-0.05-0.3)=2.8

 

Full Extension

As a free action, your reach increases by 1 yard for 1 second. This also increases your swing damage by +1 per die.

Long Arms [10]; 1/scene (-20%); Reduced Duration 1/60 (-35%); Martial Power (-10%); Emergencies Only (-30%);

10*(1-0.2-0.35-0.1-0.3)=0.5 Min 10*0.2=2

 

Battle Leader

As a free action, make a leadership check. If you succeed, all allies that you can see within 2 yards can move their basic move -4.

Rapier Wit [5]; Buff (+40%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Martial Power (-10%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only before an attack (-10%); Duration is actually one use (-5%); Area Effect (+50%); Selective Area (+20%); Emanation (-20%);

Buff is Teleport [40]; Aspected: Combat Only (-20%) and only to move to places you could get walking (-20%); (-10%); and -4 move (-20)

40*(1-0.2-0.2)=24 24-20=4

5*(1-0.3-0.2-0.3+0.2-0.1-0.2-0.3-0.1-0.05+0.5+0.2-0.2)=0.75 Min 5*0.2=1

 

Minor Resurgence

As a free action, gain 5 ablative DR for 1 minute.

DR 5 [25]; Ablative (-80%); 1/Scene (-20%); Forcefield (+20%); Reduced Time 1 (+20%); Emergencies Only (-30%);

25*(1-0.8-0.2+0.2+0.2-0.3)=2.5 Min 25*0.2=5

 

Battle Awareness

You gain +2 to your speed solely to determine your place in the Combat Sequence.

Speed [20] solely for determining Combat Sequence (-80%); 1/day (-40%);

40*(1-0.8-0.4)=-8.0  Min 40*0.2=8

8*(1-0.4)=4.8

Full Cost: 4.8*

 

Settling The Score

After being hit by an attack, you gain +2 bonus to your attack rolls against that enemy for 1 minute.

Weapon Savant 2 [9]; 1/day (-40%); Reduced Duration 1/60 (-35%); Accessibility: After being hit (-10%); Nuisance Effect: Only against that enemy (-5%);

9*(1-0.4-0.35-0.1-0.05)=0.9 min 9*0.2=1.8

 

Helping Hands

As a free action, select one stunned ally within reach 1 and make a First Aid check. If you succeed, that ally can make another check to remove the stun. Those who succeed

recover instantly; they shed the defense penalties for being stunned and may act normally on their next turn.

Rapier Wit [5]; Reversed (+0%); Melee Reach 1 (-30%); 1/scene (-20%); Based on IQ, own roll (+20%);

5*(1-0.3-0.2+0.2)=3.5

 

Rank 2 Utility Powers [2]

Mighty Leap

For one second, you gain a Fly speed equal to (basic move-4)x2.

Flight [30]; 1/scene (-20%); Reduced Duration 1/60 (-35%); Martial Power (-10%); Emergencies Only (-30%); Temporary Disadvantage: -4 Basic Move (-20%);

40*(1-0.2-0.35-0.1-0.3-0.2)=-6.0 Min 40*0.2=8

 

Push Forward

Before an attack, you may step twice.

Extra Attack 2 [50]; Reduced Duration 1/60 (-35%); Martial Power (-10%); 1/scene (-20%); Emergencies Only (-30%); Reduced Time 1 (-20%);

50*(1-0.35-0.1-0.2-0.3-0.2)=-7.5 Min 50*0.2=10

 

Eldritch Tactics

Pre-Requisites: You must have a Teleport Speed of at least 5 yards.

Select one ally within 5 yards you can see. Switch places with that ally.

Rapier Wit [5]; Buff (+90%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Martial Power (-10%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only before an attack (-10%); Duration is actually one use (-5%); Cosmic: No Roll Required (+100%);

Buff is Teleport [40]; Aspected: Combat Only (-20%) and only to move to places you could get walking (-20%); (-10%); and -3 move (-15)

40*(1-0.2-0.2)=24 24-15=9 

5*(1+0.9-0.2-0.4+0.2-0.1-0.2-0.3-0.1-0.05+1)=8.75

 

Battle Fury Stance

As a free action, and with and a gutsy yell, you enter the Battle Fury Stance. When you enter this stance, you deal 1d6+1 extra damage on all attacks, but any attacks against you are made at +2 to their rolls. This stance lasts 1 minute. You may only have one stance active at a time.

Rapier Wit [5]; Words of Power (+100%); Short Range 2 (-20%); Max Range 5y (-40%); Cosmic: No roll required (+100%); 10/day (-10%); Self Only (-50%); Requires Weapon (-10%); Aspected: Combat Only (-20%); Nuisance Effect: Only 1 stance at a time (-5%); Buff (+10%)

Buff is: Innate Attack Any 1d6+1 [10.4]; Martial Power (-10%); Emergencies Only (-30%) Follow-Up Universal (+50%);

10.4*(1-0.1-0.3+0.5)=11.44

And Easy To Hit 2 [-20]

11.44-20=-8.56

5*(1+1+0.1-0.2-0.4+1-0.1-0.5-0.1-0.2-0.05+0.1)=8.25

 

Defensive Training

As a free action, and with and a gutsy yell, you enter the Defensive Training Stance. When you enter this stance, you gain +2 on Will and HT checks. This stance lasts 1 minute. You may only have one stance active at a time.

+2 Will [10]; Emergencies Only (-30%); Martial Power (-10%); 1/day(-40%); Reduced Time 1 (+20%); Aspected: Checks and Contests only (-20%);

10*(1-0.3-0.1-0.4+0.2-0.2)=2.0 

+2 HT [20]; Emergencies Only (-30%); Martial Power (-10%); 1/day(-40%); Reduced Time 1 (+20%); A

20*(1-0.3-0.1-0.4+0.2-0.2)=4.0

Full Cost: 2+4=6

 

Dauntless Endurance

If you fail an HT or Will check; you may reroll the check.

Impulse Point + recovery 1/scene [25]; Aspected: Only to reroll Will checks (-40%); Martial Power (-20%);

25*(1-0.4-0.2)=10

 

Get Up!

As a free action; make a First Aid check. If you succeed, you can spend up to two FP and one ally you can touch recovers double that as HP.

Healing [30]; Emergencies Only (-30%); Injuries Only (-20%); Limited Use, 1/scene (-20%); Martial Power (-10%); Cannot restore crippled limbs (-10%); Cosmic: No cumulative penalty (+50%); Aspected: Recent Injuries Only (-20%); Requires Gestures (-10%); Capped 4FP (-25%); Reduced Time 1 (+20%);

30*(1-0.3-0.2-0.2-0.1-0.1+0.5-0.2-0.1-0.25+0.2)=7.5

 

Rank 3 Utility Powers [1]

Shielded Sides

For 1 second, you can defend yourself without penalties when attacked from any angle. In addition, you gain +1 to all defenses.

360 vision [25]; 1/day (-40%); 1/60 duration (-35%) Martial Power (-10%);

25*(1-0.4-0.35-0.1)=3.75 Min 25*0.2=5

Defense Bonus [30]; 1/day (-40%); 1/60 duration (-35%) Martial Power (-10%);

30*(1-0.4-0.35-0.1)=4.5 Min 30*0.2=6

Full Cost: 5+6=11

 

Glowering Threat

As a free action, you emit a threatening presence. All enemies within 4 yards have -4 to all attack rolls against everyone except you for 1 second.

Obscure 4 [8]; Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); 1/scene (-20%); Reduced Duration 1/60 (-35%); Defensive (+50%); Area of Effect +2y (+50%); Selective Area (+20%); Emergencies Only (-30%); Reduced Time 1 (+20%);

8*(1-0.2-0.1-0.2-0.35+0.5+0.5+0.2-0.3+0.2)=10.0

 

Unbreakable

When you are hit by an attack that you can see coming, you gain 10DR against that attack.

DR 10 [50]; Must be Aware (-20%); 1/scene (-20%); Reduced Duration 1/60 (-35%);

50*(1-0.2-0.2-0.35)=12.5

 

Vigilant Protector

As a free action, and with and a gutsy yell, you enter the Vigilant Protector Stance. When you enter this stance, you are easier to hit, and anyone attacking you has +2 to their attack rolls, but all allies within 2 yards of you gain +1 to active defenses, +2 on Fright Checks, and +6 to recover from mental stun. These effects stack with Combat Reflexes. This stance lasts 1 minute. You may only have one stance active at a time.

Rapier Wit [5]; Buff (+150%) Martial Power (-10%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Melee Attack, Reach C, (-30%); Reduced Duration, 1/60, Only after target leaves the area, (-30%); Selective Area, (+20%);  Area Effect, 2 yards, (+50%); Aura (+80%); Temporary Disadvantage: Easy to Hit (-20%); Nuisance Effect: Only 1 stance at a time (-5%); 1/day (-40%); Cosmic: No Roll Requires (100%);

Buff is: Combat Reflexes [15];

5*(1+1.5-0.1-0.2-0.3-0.2-0.3-0.3+0.2+0.5+0.8-0.2-0.05-0.4+1)=14.75

 

Daring Shout

As a free action, you emit a threatening presence. All enemies within 4 yards are marked for 1 second, and you gain 5 Ablative DR for 1 minute.

Obscure 2 [4]; Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); 1/scene (-20%); Reduced Duration 1/60 (-35%); Defensive (+50%); Area of Effect +2y (+50%); Selective Area (+20%); Emergencies Only (-30%); Reduced Time 1 (+20%);

4*(1-0.2-0.1-0.2-0.35+0.5+0.5+0.2-0.3+0.2)=5.0

DR 5 [25]; Ablative (-80%); 1/scene (-20%); Forcefield (+20%); Reduced Time 1 (+20%);

25*(1-0.8-0.2+0.2+0.2)=10

Full Cost: 10+5=15

 

Rejoin the Fray

You may instantly get up from prone as a free action.

Unique Technique: Rejoin The Fray (Acrobatic stand -6, do it as a free action -2) [8]; 1/scene (-20%); Martial Power (-10%); Emergencies Only (-30%); Cosmic: No Roll Required (+100%);

8*(1-0.2-0.1-0.3+1)=11.2

 

Rank 4 Utility Powers [4]

Unstoppable

As a free action, gain 20 ablative DR for 1 minute.

DR 20 [100]; Ablative (-80%); 1/day (-40%); Forcefield (+20%); Reduced Time 1 (+20%);

100*(1-0.8-0.4+0.2+0.2)=20.0 

 

Boundless Endurance

For 1 minute, as long as you are below half HP, you have Regeneration 1/second.

Regeneration 1/sec [100]; 1/day (-40%); Martial Power (-10%); Accessibility: Only up to half HP (-30%);

100*(1-0.4-0.1-0.3)=20.0

 

Shrewd Repositioning

When you are hit by an attack; you may take a free move maneuver.

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

100*(1-0.4-0.2-0.1-0.1)=20.0

 

Ignore Weakness

As a free action; you can rid yourself of an Affliction. Make an HT roll at -1 per full +50% the target effect is worth as an enhancement to Affliction. FP cost is equal to twice the penalty, minimum 1 FP.

Healing [30]; Self-Only (-0%); Emergencies Only (-30%); Afflictions Only (-40%); Limited Use, 1/scene (-20%); Martial Power (-10%); Cosmic: No cumulative penalty (+50%); Requires Gestures (-10%); Reduced Time 1 (+20%);

30*(1-0.3-0.4-0.2-0.1+0.5-0.1+0.2)=18.0

 

Kirre's Roar

As a free action, you emit an explosive roar. All enemies within 4 yards are marked for 1 second, and you gain 5 DR for 1 second.

Obscure 2 [4]; Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); 1/scene (-20%); Reduced Duration 1/60 (-35%); Defensive (+50%); Area of Effect +2y (+50%); Selective Area (+20%); Emergencies Only (-30%); Reduced Time 1 (+20%);

4*(1-0.2-0.1-0.2-0.35+0.5+0.5+0.2-0.3+0.2)=5.0

DR 5 [25]; 1/scene (-20%); Forcefield (+20%); Reduced Time 1 (+20%); Emergencies Only (-30%); Reduced Duration 1/60 (-35%);

25*(1-0.2+0.2+0.2-0.3-0.35)=13.75 

Full Cost: 13.75+5=18.75

 

Sudden Sprint

As a free action, you may take an extra move maneuver.

Altered Time Rate [100]; Accessibility: Only to take a Move (-30%); Emergencies Only (-30%); Martial Power (-10%); 1/scene + Reduced Time 1 (-16%);

100*(1-0.3-0.3-0.1-0.15)=15.0 Min 100*0.2=20

 

Rank 5 Utility Powers [5]

Who's Next

After you take down one enemy, you may take a fee move maneuver, and you gain a 1d6+2 bonus to the damage of your next attack.

Altered Time Rate [100]; Accessibility, Only to take move (-30%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/scene (-20%);Reduced Duration 1/100 (-40%);

100*(1-0.3-0.2-0.1-0.1-0.2)=10.0 Min 100*0.2=20

Innate Attack Any 1d6+2 [8+(8*0.6)]; Martial Power (-10%); Emergencies Only (-30%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/scene (-20%); Follow-Up Universal (+50%);

(8+(0.6*8))*(1-0.1-0.3-0.1-0.1-0.2-0.35+0.5)=4.48

Full Cost: 20+4.48=24.48

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