Tuesday, August 25, 2026

Rogue D&D 4e to GURPS adaptation

With the rogue done, the 4 roles are represented.
Time to slow down and do some playtesting.

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.

 

Revised Area of Effect and Cone Modifiers: https://forums.sjgames.com/showthread.php?t=203722

Mostly relevant for the following:

  • Line: The area affects a straight line that is 1-m wide up until the length (i.e., level) of the Area Effect. In tactical combat, it's a straight line of hexes in the path of the middle Front hex.
    • Cost: 5% x level
  • 60-degree Arc: The area creates up to a 60-degree arc of a circle around the point of origin. For reference, 60-degrees give a width equal to the length; e.g., it will by 10 yards wide at a length of 10 yards. In tactical combat, make a line of hexes in the direction of the middle Front hex, and increase the width by 1 hex to either side after every 2 hexes of length; with no affected hex being more than the length away in distance.
    • Cost: 10% x level

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 Rogue

Rogue Advantages:

Scoundrel [5/level]

Each level of Scoundrel  grants you +1 to Lockpicking, Sleight of Hand, Streetwise, Shadowing, Traps. You also get, for the purposes of seeing who is first during initiative, +1 to your speed per level. Scoundrel is the pre-requisite for Rogue Powers.

 

Sneak Attack [2]

Once per second, when you attack with a knife, fencing weapon, a crossbow, a shortbow, or a sling against an enemy that is distracted , either by having been attacked within the last second or because it cannot see or react to you at all, your attack does extra 1d6 of the same damage type as your weapon.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); Accessibility: The target must have been attacked within the last second or he cannot defend at all (-20%); Once per Second (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2-0.2)=2.0

 

First Strike [5]

You have a +2 on all attack rolls against targets that haven't acted yet in combat.

Weapon Savant 2 [9]; Aspected: Combat Only (-20%); Accessibility: Enemies that haven't acted yet (-20%); Trickery Power (-5%);

9*(1-0.2-0.2-0.05)=4.95

 

Rogue Weapon Talent [4]

You gain +1 to effective skill and +2 damage when you wield Knives.

Modular Ability Cosmic 1 [10], only for weapon bond with knives (-80%);

10*(1-0.8)=2.0

Striking ST 2 - KYOS [2]; Accessibility: Knives Only (-40%); Trickery Power (-5%);

2*(1-0.4-0.05)=1.1

 Full Cost: 1.1+2=3.1

 

Sharpshooter Weapon Talent [2]

You gain +1 to attack rolls with Crossbows.

Modular Ability Cosmic 1 [10], only for weapon bond with Crossbows (-80%);

10*(1-0.8)=2.0

 

Rogue Tactics

You may only benefit from a single Rogue Tactic. Even if you have two or more, you must specify at the start of your turn which one is being used.

Artful Dodger [4]

Any attacks against you have -1 to hit.

Obscure [2]; Defensive (+50%); No Area Effect (-50%); Aspected: Combat Only (-20%); Anti-Targeting (-20%); Stealthy (+100%);

2*(1+0.5-0.5-0.2-0.2+1)=3.2

 

Ruthless Ruffian [2]

Any power that requires a light blade can also be used with single-handed weapons using the Ax/Mace skill. In addition, deal +2 damage with Axe/Maces whenever a target is under any sort of affliction or similar debuff.

Striking ST 2 - KYOS [2]; Accessibility: Axe/Mace Only (-30%); Accessibility: target has a status effect (-10%); Trickery Power (-5%);

2*(1-0.3-0.1-0.05)=1.1

 

Brutal Scoundrel [3]

Pre-Requisite: Sneak Attack

When making a melee Sneak Attack, increase your Striking ST by 4

Striking ST 4 [4]; Accessibility: Once per Second (-20%); Accessibility: The target must have been attacked within the last second or he cannot defend at all (-20%);

4*(1-0.2-0.2)=2.4

 

Cunning Sneak [5]

When you attempt to hide in the first turn of combat, per Backstabbing rules, you don't get the -5 penalty to the stealth check.

Technique: Cunning Sneak (Backstabbing -5 DF2- pp. 57) at default [5].

 

Rogue Powers

All Rogue powers have Scoundrel  as a pre-requisite, and they all use the Trickery Power Source. Each power costs [1] per rank. You may only have powers of a rank up to your Scoundrel rank.

IQ-Based Damage: Many extra effects of Rogue powers are based on IQ. Whenever you see Major Damage or Minor Damage it means "Swing Damage based on IQ" and "Thrust Damage based on IQ" respectively.

 

Rank 1 At-Will powers [1]: 

Sly Flourish

Pre-Requisites: You must be wielding a Knife, Rapier, Sling or Crossbow.

After a successful weapon attack, you deal 2 extra damage of the same type as your weapon.

Innate Attack, 2, Varies [8*0.6]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%);

(0.6*8)*(1-0.05-0.2-0.3+0.3-0.1)=3.12

 

Deft Strike

You may step twice before making an attack.

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

 

Disheartening Strike

After a successful attack against a living target, the target takes a -2 to all attack rolls for 1 second.

Obscure 2 [4]; No Area Effect (-50%); Aspected: Combat Only (-20%); Anti-Targeting (-20%); Ranged (+100%); Follow-up: Universal (+50%); Trickery Power (-5%); Reduced Duration 1/10 (-20%); Accessibility, Only on sapient beings, (-10%)

4*(1-0.5-0.2-0.2+1+0.5-0.05-0.2-0.1)=5

 

Probing Strike

After a successful attack against a living target, you gain a +4 bonus to attack rolls against the target for 1 second.

Obscure 4 [8]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+100%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); Aspected: Self Only (-50%); No Area of Effect (-50%); Trickery Power (-5%);

8*(1-0.2+1-0.2-0.5-0.5-0.05)=4.4

 

Gloaming Cut

Pre-Requisites: Cunning Sneak

After a successful attack you may move your full combat move, and if you have any cover, you may make a stealth -5 to disappear and "Vanish" for as many turns as you like. Furthermore, when you reappear, you can be up to Move yards away per turn of absence, in any location you could reach.

Vanishing Act [8]; Trickery Power (-5%); Accessibility: After Gloaming Cut (-10%);  -5 for replacing Cunning Sneak

(8-5)*(1-0.05-0.1)=2.55

Unique Technique Gloaming Cut (-4 move and attack, -1 remove max 9, move after attack -1, +4 for -1/die dmg) bought to default [2]; and with Trickery Power (-5%);

2*(1-0.05)=1.9

Full Cost: 2.55+1.9=4.45

 

Rank 2 At-Will powers [2]: 

Piercing Strike

Select a target within your ST/10 (min 1) range. Make a quick contest between your weapon skill and their HT. If you win, you do Thrust damage of the same type as your weapon. This damage ignores any DR.

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Trickery Power (-5%); Ranged (+100%), Increased 1/2D, 2x (+5%); Range 1/10 (-30%); Malediction (+100%);

8*(-0.2-0.4-0.05+1-0.05+0.2-0.3+1)=9.6 

 

Duelist's Flurry

After a successful attack, the target takes 14 damage knockback 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%); Trickery Power (-5%)

3*(1-0.1-0.05)=2.55

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Aspected: Combat Only (-20%); Trickster Power (-5%); follow-up Melee Only (40%); Requires Weapon (-10%);

10*(1+0.2-0.2-0.5-0.2-0.05+0.4-0.1)=5.5

Full Cost: 2.55+5.5=8.05 

 

Rank 4 At-Will powers [4]: 

Riposte Strike

After a successful melee attack, the first time the target attacks you on his turn, you may may make an instant attack against that enemy.

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: After hitting a melee attack (-10%); Trickery Power (-5%); Nuisance Effect: Must attack the target of your last attack (-5%);

100*(1-0.4-0.2-0.1-0.05-0.05)=20.0

 

Rank 1 Encounter Powers [1]

Dazing Strike

After a successful hit, make a Quick Contest of Weapon Skill vs HT against the target. If you win, the target is Disoriented for 1 second.

Rapier Wit [5];  Words of Power (+100%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Aspected: Only one target (-20%); Short Range 2 (-20%); Max Range 5y (-40%); Nuisance Effect: Range equal to weapon range or reach (-10%);Nuisance Effect: 1 second only (-10%); Disoriented (+35%); Trickery Power (-5%); 1/scene (-20%); Based on DX, Own Roll (+20%); Based on HT (+20%); Accessibility: After a successful hit (-20%);

5*(1+1-0.2-0.3-0.2-0.2-0.4-0.1-0.1+0.35-0.05-0.2+0.2+0.2-0.2)=5

 

Torturous Strike

Pre-Requisites: You must be wielding a knife, short sword, or rapier.

After a successful attack, you deal extra 1d6+1 damage of the same type as your weapon.

Innate Attack, 2, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8+(0.3*8))*(1-0.05-0.2-0.3+0.3-0.1-0.2)=4.68

Full Cost: 3.6+1.2=4.8

 

Opening Move

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, you deal extra 1d6 damage. In addition, anyone attempting to attack you takes a -3 penalty to all attack rolls.

Innate Attack, 2, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Obscure 3 [6]; Anti-Targeting (-20%); Defensive (+50%); Reduced Duration 1/10 (-20%); Aspected: Combat Only (-20%); No Area Effect (-50%); Trickery Power (-5%); 1/scene (-20%); Requires Weapon (-10%);

6*(1-0.2+0.5-0.2-0.2-0.5-0.05-0.2-0.1)=0.3  min 6*0.2=1.2

Full Cost: 3.6+1.2=4.8

 

Distracting Shot

Pre-Requisites: Cunning Sneak

After a successful ranged attack anyone attacking the target gains +2 to attack rolls for 1 second, and if you were hidden before the attack, you may make another stealth check at -5 to remain hidden.

Vanishing Act [8]; Trickery Power (-5%); Accessibility: After Gloaming Cut (-10%);  -5 for replacing Cunning Sneak; 1/scene (-20%); Reduced Duration 1/100 (-40%); Accessibility: After Distracting Shot (-10%);

(8-5)*(1-0.2-0.4-0.1)=0.9

Obscure 1 [2]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+100%); Follow-Up Ranged (+40%); Reduced Duration 1/10 (-20%); No Area Effect (-50%); 1/scene (-20%);

2*(1-0.2+1+0.4-0.2-0.5-0.2)=2.6

Full Cost: 2.6+0.9=3.5

 

Shadow Strike

Pre-Requisites: Cunning Sneak

After a successful melee attack you deal extra 1d6 damage of the same type as your weapon, and if you were hidden before the attack, you may make another stealth check at -5 to remain hidden.

Vanishing Act [8]; Trickery Power (-5%); Accessibility: After Gloaming Cut (-10%);  -5 for replacing Cunning Sneak; 1/scene (-20%); Reduced Duration 1/100 (-40%); Accessibility: After Shadow Strike (-10%);

(8-5)*(1-0.2-0.4-0.1)=0.9

Innate Attack, 2, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Full Cost: 3.6+0.9=4.5

 

Skip the Rock

Pre-Requisites: You must be wielding a Sling.

Make an attack against a target. If you hit, draw a direct line of fire between the target and another target. If you hit, you can make another attack using the combined distance between you and the first target and the first target and the second target to determine range penalties. Both targets take extra 2 damage of the same type as your weapon. This only uses 1 ammunition.

Perk Bank Shot [1]; Unique Technique: Skip the Rock (rapid strike -6) bought to default [6]; with 1/scene (-20%); Trickery Power (-5%); Aspected: Combat Only (-20%); Requires Sling (-10%);

7*(1-0.2-0.05-0.2-0.1)=3.15

Innate Attack, 2, Cr or Pi [5]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(0.6*5)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=1.35

Full Cost: 1.35+3.15=4.5

 

Topple Over

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a dealing injury with a melee attack, the target must make an HT check or he is knocked prone.

Innate Attack Tox 1 [1]; Trickery Power (-5%); Aspected: Combat Only (-20%); No Wounding (-50%); Side Effect: Legless (+90%); Special Effect: Just the penalties without the other effects of nauseated (+0%); Reduced Duration 1/100 (-40%); 1/scene (-20%); Requires Weapon (-10%); Follow-Up: melee (+40%); Cosmic Ignores DR (+300%); Linked (+10%); Accessibility: after hitting (-10%);

1*(1-0.05-0.2+0.9-0.4-0.2-0.1+0.4+3)=4.35

 

Trickster's Blade

After a successful attack, you deal extra 3 damage of the same type as your weapon. In addition, for 1 second, all attacks against you have a -4 penalty to hit.

Innate Attack, 2, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(0.9*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.24

Obscure 4 [8]; Anti-Targeting (-20%); Defensive (+50%); Reduced Duration 1/10 (-20%); Aspected: Combat Only (-20%); No Area Effect (-50%); Trickery Power (-5%); 1/scene (-20%); Emergencies Only (-30%);

8*(1-0.2+0.5-0.2-0.2+0.2-0.5-0.05-0.2-0.3)=0.4 Min 8*0.2=1.6

Full Cost: 3.24+1.6=4.84  

 

Blade Vault

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

Before you make an attack, you can step twice. If you hit, deal extra 1d6 damage of the same type as your weapon.

Unique Technique: Extra Step (-4 extra step x2, -1 so it's not a committed attack) bought to default [5], Aspected: Combat Only (-20%); Trickery Power (-5%); 1/scene (-20%); Requires Weapon (-10%); Emergencies Only (-30%);

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

Innate Attack, 2, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Full Cost: 3.6+1=4.6

 

Rank 2 Encounter Powers [2]

Positioning Strike

After a successful attack, the target takes 28 damage knockback from a direction of your choosing. If the target is knocked back, you get a free step.

Innate Attack, 4d6, Crushing [20]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Aspected: Combat Only (-20%); Trickster Power (-5%); follow-up Melee Only (40%); 1/scene (-20%);

20*(1+0.2-0.2-0.5-0.2-0.05+0.4-0.2)=9 

 

Impact Shot

After a successful ranged attack, you deal extra 1d6 damage of the same type as your weapon, and the target suffers 14 extra knockback.

Innate Attack, 2, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Aspected: Combat Only (-20%); Trickster Power (-5%); follow-up Ranged Only (40%); 1/scene (-20%);

10*(1+0.2-0.2-0.5-0.2-0.05+0.4-0.2)=4.5

Full Cost: 4.4+4.5=8.9

 

Termination Threat

If your successful attack manages to deal damage past the target's DR, then the must make an HT-1 check or have their Move reduced to 0 for 1 second. If the target is suffering from a penalty to attack rolls, he also takes extra 1d6 damage of the same type as your weapon.

Affliction 2 [13]; 0 Move (+50%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Actual Duration is 1 Second (-10%); Trickery Power (-5%); 1/scene (-20%);

13*(1+0.5-0.2-0.3+0.3-0.4-0.1-0.05-0.2)=7.15

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);  Accessibility: targets affected by Obscure (-10%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2-0.1)=2.8

Full Cost: 7.15+2.8=9.95

 

Unbalancing Shot

After a successful ranged attack, you deal extra 1d6 damage of the same type as your weapon, and the target must make an HT-2 check or have his move reduced by 60% for 1 second.

Affliction 3 [16]; 0.4 Move (+30%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Actual Duration is 1 Second (-10%); Trickery Power (-5%); 1/scene (-20%);

16*(1+0.3-0.2-0.3+0.3-0.4-0.1-0.05-0.2)=5.6

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Full Cost: 5.6+3.6=9.2

 

Setup Strike

Pre-Requisites: You must be wielding a Knife, Rapier, Sling or Crossbow.

After a successful attack, you deal extra 1d6 damage of the same type as your weapon. In addition, you gain +2 bonus to your attacks for 1 second.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Weapon Savant 2 [9]; Aspected: Combat Only (-20%); Trickery Power (-5%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

9*(1-0.2-0.05-0.2-0.4)=1.35 min 9*0.2=1.8

Full Cost: 3.6+1.8=5.4

 

Enforced Threat

Pre-Requisites: You must be wielding a Knife, Rapier, Sling or Crossbow.

After a successful attack against a living target, the target takes extra 1d6 damage and -2 to all attack rolls for 1 second.

Obscure 2 [4]; No Area Effect (-50%); Aspected: Combat Only (-20%); Anti-Targeting (-20%); Ranged (+100%); Follow-up: Universal (+40%); Trickery Power (-5%); Reduced Duration 1/10 (-20%); Accessibility, Only on sapient beings, (-10%); Requires Weapon (-10%); 1/scene (-20%);

4*(1-0.5-0.2-0.2+1+0.5-0.05-0.2-0.1-0.1-0.2)=3.8

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Full Cost: 3.8+3.6=7.4

 

Defender's Cohort

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, you deal extra 2d6 damage of the same type as your weapon. If the target is marked by an ally, you deal additional 1d6 Damage.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(2*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=7.2

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);  Accessibility: Only on targets marked by an ally (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2-0.2)=2.0

Full Cost: 7.2+2=9.2

 

Strike and Move

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

You may move your full move. At any point during that move, you may attack. If you hit, you deal extra 1d6 damage of the same type as your weapon,

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Unique Technique: Strike and Move (-4 move and attack, -1 to remove the 9 max, -1 to reverse the order, -1 to strike at any point) bought to default [7); with 1/scene (-20%); trickery power (-5%); Aspected: Combat Only (-20%); Requires Melee Weapon (-10%);

7*(1-0.2-0.05-0.2-0.1)=3.15

Full Cost: 4.4+3.15=7.55

 

Rank 3 Encounter Powers [3]

Low Slash

After a successful strike, you may make one extra attack. If you hit with that attack, the target is at -3 basic move for 1 second and takes 14 knockback in the direction of your choice, and, if you're attacking the target back or sides, he takes extra 1d6 Damage of the same type as your weapon.

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

25*(1-0.2-0.4-0.05-0.05-0.1-0.1)=2.5 Min: 25*0.2=5

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Aspected: Combat Only (-20%); Trickster Power (-5%); Linked (+10%); 1/scene (-20%); Overhead (+20%); Requires Weapon (-10%);

10*(1+0.2-0.2-0.5-0.2-0.05+0.1-0.2+0.2-0.1)=2.5

Innate Attack Tox 1 [1]; Trickery Power (-5%); Aspected: Combat Only (-20%); No Wounding (-50%); Side Effect: -3 Move (+65%); Reduced Duration 1/100 (-40%); 1/scene (-20%); Requires Weapon (-10%); Accessibility: Only after hitting with Low Slash (-10%); Cosmic Ignores DR (+300%); Linked (+10%); Accessibility: after hitting (-10%);

1*(1-0.05-0.2-0.5+0.65-0.4-0.2-0.1-0.1+3+0.1-0.10)=3.1

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%); Accessibility: Flanked Target (-25%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2-0.25)=1.6

Full Cost: 5+2.5+3.1+1.6=12.2

 

Brutal Trick

After a successful attack, you deal extra 3d6 damage of the same type as your weapon.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(3*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=10.8

 

Nasty Backswing

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After missing a melee attack, you may make an extra attack with a bonus of +2 to hit. If you hit the attack, you may take an extra step.

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

50*(1-0.2-0.4-0.05-0.05-0.1-0.1)=5.0  Min 50*0.2=10

Weapon Savant 2 [9]; 1/scene (-20%); Aspected: Combat Only (-20%); Reduced Duration 1/100 (-40%); Nuisance Effect: actual time is one use (-5%); Accessibility: After missing a melee attack (-10%); Tricker Power (-5%); Requires Weapon (-10%);

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

Full Cost: 10+1.8=11.8

 

Rank 4 Encounter Powers [4]

Acrobat's Blade Trick

After a successful attack, make a DX check. If you succeed, treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102), regardless of damage type. All targets within 2 yards take damage. After the attack, you may move your full speed.

Single Skill Imbue 3 [8] with + Imbuement Area Effect bought to default [8]; with Trickery Power (-5%); 1/scene (-20%); Aspected Combat (-20%); FP Cost Reduction 1 (+20%);

16*(1-0.05-0.2-0.2+0.2)=12

Unique Technique Acrobat's Blade Trick (-4 move and attack, -1 remove max 9, move after attack -1) bought to default [6]; and with Trickery Power (-5%); 1/scene (-20%);

6*(1-0.05-0.2)=4.5

Full Cost: 12+4.5=16.5 

 

Bait and Switch

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, you deal extra 1d6 damage of the same type as your weapon. In addition, the target takes 28 knockback that pushes him in a direction of your choice, and you can then move your full move.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Unique Technique Bait and Switch (-4 move and attack, -1 remove max penalty, -1 so you can move after the attack) bought to default [6]; with trickery power (-5%); 1/scene (-20%); Requires Weapon (-10%);

6*(1-0.05-0.2-0.1)=3.9

Innate Attack, 4d6, Crushing [20]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Aspected: Combat Only (-20%); Trickster Power (-5%); follow-up Melee Only (40%); 1/scene (-20%); Requires Weapon (-10%); Overhead (+20%);

20*(1+0.2-0.2-0.5-0.2-0.05+0.4-0.2-0.1+0.2)=11

Full Cost: 3.6+3.9+11=18.5

 

Flattening Shot

Pre-Requisites: You must be wielding a Sling.

After a successful ranged attack, you deal extra 1d6 damage of the same type as your weapon. In addition the target takes 14 extra knockback, and must make an HT check or be knocked prone. If the target could not see you when you started the attack, it takes extra Minor Damage of the same kind as your weapon.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Innate Attack Tox 1 [1]; Trickery Power (-5%); Aspected: Combat Only (-20%); No Wounding (-50%); Side Effect: Legless (+90%); Special Effect: Just the penalties without the other effects (+0%); Reduced Duration 1/100 (-40%); Cosmic: Ignore DR (+300%);

1*(1-0.05-0.2-0.5+0.9-0.4+3)=3.75

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Aspected: Combat Only (-20%); Trickster Power (-5%); follow-up Ranged Only (40%);

10*(1+0.2-0.2-0.5-0.2-0.05+0.4)=6.5

Full Cost: 6+3.75+6.5=16.25

 

Rank 5 Encounter Powers [5]

Guarded Attack

After a successful attack, you deal extra 1d6 damage of the same type as your weapon, and the first time the target attacks you on his turn, you may may make an instant attack against that enemy. If you hit, the target takes a -1 penalty on all attacks against you for 1 second.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: After hitting a melee attack (-10%); Trickery Power (-5%); Nuisance Effect: Must attack the target of your last attack (-5%);

100*(1-0.4-0.2-0.1-0.05-0.05)=20.0

Obscure 1 [2]; Anti-Targeting (-20%); Ranged (+100%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); No Area Effect (-50%); 1/scene (-20%); Accessibility: Only to attack you (-20%);

2*(1-0.2+1-0.2-0.5-0.2-0.2)=1.4

Full Cost: 20+3.6+1.4=25

 

Darting Strike

If an enemy moves  enemy moves or makes a ranged attack within line of sight, you may step twice before making a free melee attack against that enemy.

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Trickery Power (-5%); Nuisance Effect: Must attack a target moving or making a ranged attack (-5%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

100*(1-0.4-0.2-0.05-0.05-0.2-0.4)=-30.0 min 100*0.2=20

Extra Attack 1 [25]; 1/scene (-20%); Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Trickery Power (-5%); Accessibility: only for taking a step (-10%); Only during a wait maneuver (-10%);

25*(1-0.2-0.4-0.5-0.5-0.1-0.1)=-20 Min: 25*0.2=5

Full Cost: 20+5=25

 

Flailing Shove

After a successful melee attack, deal 28 knockback to the enemy. If the enemy is pushed back, all enemies adjacent to the target at the end of the push take 1d6 crushing damage with double knockback.

Innate Attack, 4d6, Crushing [20]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Aspected: Combat Only (-20%); Trickster Power (-5%); follow-up Melee Only (40%);

20*(1+0.2-0.2-0.5-0.2-0.05+0.4)=13

Innate attack Cr 1d6 [5]; Linked (+20%); Accessibility: After knockback (-10%); Area of Effect 2y (+50%); Cosmic: No Roll Required (+100%); Trickery Power (-5%); Aspected: Combat Only (-20%);

5*(1+0.2-0.1+0.5+1-0.05-0.2)=11.75

13+11.75=24.75

 

Rank 6 Encounter Powers [6]

Fleeting Spirit Strike

Pre-Requisites: Cunning Sneak

Before you make a ranged attack, move your speed and make a stealth check at -5. Then make an attack. If you hit, the target takes 1d6 damage of the same type as your weapon. After the attack, you may make another stealth check at -5 to remain hidden.

Altered Time Rate [100]; Accessibility, Only to hide (-40%); Aspected: Combat Only (-20%); Accessibility: right before an attack (-10%); Trickery Power (-5%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

100*(1-0.4-0.2-0.1-0.05-0.2-0.4)=5.0 min 100*0.2=20

Vanishing Act [8]; Trickery Power (-5%); Accessibility: After Fleeting Spirit Strike (-10%); -5 for replacing Cunning Sneak; 1/scene (-20%); Reduced Duration 1/100 (-40%); Accessibility: After Distracting Shot (-10%); 1/scene (-20%);

(8-5)*(1-0.2-0.4-0.1-0.2)=0.3  min (8-5)*0.2=0.6

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Full Cost: 25+0.6+4.4=30

 

Shadow Steel Roll

Pre-Requisites: Cunning Sneak

Before you make an attack, move your speed and make a stealth check at -5. Then, make the attack. If you were hidden before the attack, deal Extra 1d6 Damage of the same type as your weapon.

Altered Time Rate [100]; Accessibility, Only to hide (-40%); Aspected: Combat Only (-20%); Accessibility: right before an attack (-10%); Trickery Power (-5%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

100*(1-0.4-0.2-0.1-0.05-0.2-0.4)=5.0 min 100*0.2=20

Vanishing Act [8]; Trickery Power (-5%); Accessibility: After Fleeting Spirit Strike (-10%); -5 for replacing Cunning Sneak; 1/scene (-20%); Reduced Duration 1/100 (-40%); Accessibility: After Distracting Shot (-10%); 1/scene (-20%);

(8-5)*(1-0.2-0.4-0.1-0.2)=0.3  min (8-5)*0.2=0.6

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);Accessibility: hidden (-25%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2-0.25)=1.6

Full Cost: 25+0.6+1.6=27.2

 

Jumping Blade Assault

Make a quick contest of Weapon Skill vs HT of an enemy within 5 yards. If you succeed, the target is knocked prone, and you may move your speed and attack him. If you succeed, the target takes extra 1d6 damage of the same type as your weapon.

Extra Attack 1 [25]; 1/scene (-20%); Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Trickery Power (-5%); Requires Weapon (-10%); only after Jumping Blade Assault. (-10%);

25*(1-0.2-0.4-0.05-0.05-0.1-0.1)=2.5   Min 25*0.2=5

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

10*(1+0.4+1-0.4+0.2-0.4-0.05-0.2-0.2)=13.5

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/scene (-20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.2)=3.6

Unique Technique Jumping Blade Assault (-4 move and attack, -1 no max of 9) bough to default [5]; with trickery power (-5%); Requires Weapon (-10%); Aspected: Combat Only (-20%);

5*(1-0.05-0.1-0.2)=3.25

Full Cost: 5+13.5+4.4+3.25=26.15

 

Startling Offensive

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

As soon as an enemy moves within 2 yards of you, step twice and make an attack against him. If you succeed, he is at -2 to attack rolls for 1 second.

Altered Time Rate [100]; Accessibility, Only to Wait (-40%); Aspected: Combat Only (-20%); Accessibility:  When an enemy moves within 3 yards (-10%); Trickery Power (-5%); 1/scene (-20%); Reduced Duration 1/100 (-40%);

100*(1-0.4-0.2-0.1-0.05-0.2-0.4)=5.0 min 100*0.2=20

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

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

Obscure 1 [2]; Anti-Targeting (-20%); Ranged (+100%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); No Area Effect (-50%); 1/scene, Follow-up Melee (-40%); Requires Weapon (-10%);

2*(1-0.2+1-0.2-0.5-0.4-0.1)=1.2

20+5+1.2=26.2

 

Rank 1 Daily Powers [1]

Pommel mash

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, deal extra 2d6 damage of the same type as your weapon. In addition, the target has a -2 penalty on all attack rolls for 10 seconds.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(2*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=4.0

Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%) Trickery Power (-5%); Aspected: Combat Only (-20%); Requires Weapon (-10%); Daily (-40%); Linked (+10%);

4*(1+0.5-0.5-0.2+0.1-0.05-0.2-0.1-0.4)=0.6   Min 4*0.2=0.8

Full Cost: 2+2+0.8=4.8

 

Walking Wounded

After a successful attack, deal extra 2 piercing damage. In addition, if you did damage equal to at least 1/3rd of the target's HP, whenever the target moves more than half of his movement, he falls prone. This effects remain until the target is healed.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%); Symptoms: Weakness (+55%);

Debuff is: Weakness; Affliction; Behavior: Move more half move, very common  [-6]; upgraded to 1/sec with Reduced Time 6 (+120%); Legless (+80%);

-6*(1+1.2+0.8)=-18

(0.6*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4+0.55)=3.84

 

Flashy Riposte

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

When an enemy makes an attack against you, you may step and attempt to parry that attack.  If you step, it counts as a retreat. If you succeed, you may make a free attack against that enemy. When you hit, deal additional damage equal 1d6, and anyone attacking the target has +2 to their attack rolls.

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]; Trickery Power (-5%); 1/day (-40%); Requires Weapon (-10%); Aspected: Combat Only (-20%);

8*(1-0.05-0.4-0.1-0.2)=2.0

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Obscure 2 [4]; Ranged (+50%); Anti-Targeting (-20%); Reversed (+0%); Trickery Power (-5%); Aspected: Combat Only (-20%); Requires Weapon (-10%); Daily (-40%); Linked (+10%); No Area Effect (-50%);

4*(1+0.5-0.2-0.05-0.2-0.1-0.4+0.1-0.5)=0.6 Min 4*0.2=0.8

Full Cost: 2+2+0.8=4.8

 

Bewildering Assault

Pre-Requisites: You must be wielding a Knife, Rapier, Sling or Crossbow.

Pre-Requisites: Cunning Sneak

If you hit, deal extra 1d6 crushing damage with double knockback, then move and make a stealth check -5 to hide. In addition, the target must make an HT check or take 1d6 extra damage from all physical attacks. Every second the target can make another HT roll to shrug off the effect.

Innate Attack, Cr [5]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%); Double Knockback (+20%);

(1*5)*(1-0.05-0.2-0.3+0.3-0.1-0.4+0.2)=2.25

Vanishing Act [8]; Trickery Power (-5%); Accessibility: After Fleeting Spirit Strike (-10%); -5 for replacing Cunning Sneak; 1/scene (-20%); Reduced Duration 1/100 (-40%); Accessibility: After Distracting Shot (-10%); 1/day(-40%);

Innate Attack Tox 1 [1]; Trickery Power (-5%); Melee Attack Range C, no parry (-35%); Side Effect: Vulnerable 4 (+66%); Cosmic: No DR (+300%); Linked (+20%); Accessibility: Only after a successful melee attack (-20%); Aspected: Combat Only (-20%); No wounding (-50%); Save Ends (-50%);

1*(1-0.05-0.35+0.66+3+0.2-0.2-0.2-0.5-0.4-0.5)=2.66

Full Cost: 2.25+2.66=4.91

 

Blinding Barrage

Pre-Requisites: You must be wielding a Crossbow, A thrown Weapon or a Sling.

You unleash a barrage of projectiles to blind your enemies. You emit a 60° cone with a length of 3 yards. Anyone in the area takes Major Damage and must make an HT check (-1 per 2 penetrating damage) or be blinded for 1 second.

Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Trickery Power (-5%); Cone 3 (+30%); Daily (-40%); Aspected: combat only (-20%); Side Effect: blind (+100%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Requires Weapon (-10%); Swing Only (+20%);

8*(1-0.2-0.4-0.15-0.05+0.3-0.4-0.2+1-0.4-0.1+0.2)=4.8

 

Rank 2 Daily Powers [2]

Press the Advantage

After you inflict a Major Wound on an enemy, you may immediately make an extra attack against him, and deal extra 1d6 damage of the same type as your weapon.

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

25*(1-0.2-0.4-0.05-0.05-0.1-0.1)=2.5   Min 25*0.2=5

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Full Cost: 2+5=7

 

Hounding Assault

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, deal extra 1d6 damage of the same type as your weapon. In addition, for 9 seconds, whenever you hit, the target has a -2 penalty to their attack rolls for 1 second.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Affliction [10]; Buff (22%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/20 (-25%); Trickery Power (-5%); Self Only (-50%); Melee, no parry (-35%); Touch-based (-20%);

Buff is Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%) Trickery Power (-5%); Aspected: Combat Only (-20%); Requires Weapon (-10%); Linked (+10%);

4*(1+0.5-0.5-0.2-0.05-0.2-0.1+0.1)=2.2

10*(1+0.22+1-0.2-0.25-0.05-0.5-0.35-0.2)=6.7

Full Cost: 6.7

 

Duelist's Demand

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful melee attack, you deal extra damage equal to 1d6. In addition, you grapple the target, dealing 2d6 control points.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Binding 16 [32]; Trickery Power (-5%); 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*(1-0.05+0.4-0.35-0.2-0.2-0.4)=6.4

Full Cost: 2+6.4=8.4

 

Go for the Eyes

Pre-Requisites: You must be wielding a Knife, Rapier, Sling or Crossbow.

After a successful attack, deal extra  1d6 damage of the same type as your weapon. In addition, the target must make an HT-3 check or be blinded for 1 second.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Affliction 3 [19]; Blind (+50%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Actual Duration is 1 Second (-10%); Trickery (-5%); 1/day (-40%);

19*(1+0.5-0.2-0.3+0.3-0.4-0.1-0.05-0.4)=6.65

Full Cost: 2+6.65=8.65 

 

Mocking Strike

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, deal extra 1d6 damage of the same type as your weapon. In addition, the target must make an HT -3 check or he has a -2 to his IQ and HT and anyone attacking him has a +2 bonus on their attack rolls,

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Affliction 3 [19]; Easy to hit 2, -2 IQ, -2 HT (+50%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Actual Duration is 1 Second (-10%); Trickery (-5%); 1/day (-40%);

19*(1+0.5-0.2-0.3+0.3-0.4-0.1-0.05-0.4)=6.65

Full Cost: 2+6.65=8.65

 

Not Worth My Time

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, deal extra 1d6 crushing damage with double knockback. In addition, the target must make an HT-2 check or he is rooted to the ground. Each second he can make another HT check to break free.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%); Double Knockback (+20%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4+0.2)=3.6

Affliction  2 [16]; Move 0 (+50%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Fixed Duration (+0%); Trickery (-5%); 1/day (-40%); Save Ends (-50%);

16*(1+0.5-0.2-0.3+0.3-0.5-0.05-0.4)=5.6

Full Cost: 3.6+5.6=9.2

 

Vexing Sting

Pre-Requisites: You must be wielding a Knife, Rapier, Sling or Crossbow.

After a successful attack, deal extra 2d6 damage of the same type as your weapon. In addition, the target has -4 to attack rolls for 10 seconds.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(2*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=4.0

Obscure 4 [8]; Ranged (+50%); Anti-Targeting (-20%) Trickery Power (-5%); Aspected: Combat Only (-20%); Requires Weapon (-10%); Daily (-40%); Linked (+10%); No Area Effect (-50%)

8*(1+0.5-0.2-0.05-0.2-0.1-0.4+0.1-0.5)=1.2 Min 8*0.2=1.6

Full Cost: 4+1.6=5.6

 

One Hundred Knives

Pre-Requisites: You must be wielding a Knife or Short Sword,

After a successful melee attack, you may make 2 more attacks.

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

50*(1-0.2-0.4-0.05-0.05-0.1-0.1)=5.0    Min 50*0.2=10 

 

Profit From Weakness

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

When an enemy makes an attack against you, you may step and attempt to parry that attack.  If you step, it counts as a retreat. If you succeed, you may make a free attack against that enemy. When you hit, deal additional damage equal to 1d6, and the target must make an HT-3 check or be knocked prone.

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]; Trickery Power (-5%); 1/day (-40%); Requires Weapon (-10%); Aspected: Combat Only (-20%);

8*(1-0.05-0.4-0.1-0.2)=2.0

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Affliction 3 [19]; Legless (+40%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Fixed Duration (+0%); Reduced Duration 1/100 (-40%); Actual Duration is 1 Second (-10%); Trickery (-5%); 1/day (-40%);

19*(1+0.4-0.2-0.3+0.3-0.4-0.1-0.05-0.4)=4.75

Full Cost: 2+2+4.75=8.75

 

Easy Target

After a successful attack, you deal extra 1d6 damage of the same type as your weapon. In addition, if you managed to do at least 1/3rd of the target's hp, he takes a -3 penalty to his move and anyone attacking him has a +2 on all attack rolls until healed.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%); Symptoms 1/3: Debuff (+95%);

Debuff is Easy to hit 2 [-20] and -3 basic move [-15]; -20-15=-35

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4+0.95)=9.6

 

Rank 3 Daily Powers [3]

Hobble

Pre-Requisites: You must be wielding a Knife, Rapier, Sling or Crossbow.

After a successful attack, deal extra 1d6 damage of the same type as your weapon. If you did at least 1/3rd of the targets HP in damage, he is knocked prone, and is unable to get up until healed.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%); Symptoms: Legless (+120%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4+1.2)=11.6

 

Trick Strike

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, you deal extra 1d6 damage of the same type as your weapon plus 1d6 Crushing Damage with double knockback. Select the direction of the knockback freely. In addition, for 9 seconds, whenever you hit, deal extra 14 knockback in any direction.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Innate Attack, CR [5]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%); Double Knockback (+20%); Overhead (+20%);

(1*5)*(1-0.05-0.2-0.3+0.3-0.1-0.4+0.2+0.2)=3.25

Affliction [10]; Buff (42%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/20 (-25%); Trickery Power (-5%); Self Only (-50%); Melee, no parry (-35%); Touch-based (-20%);

Buff is Innate Attack Cr 2d6 [5]; Martial Power (-10%); double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Trickery Power (-5%); Follow-up: Universal

5*(1-0.1+0.2-0.2-0.5-0.05+0.5)=4.25

10*(1+0.42+1-0.2-0.25-0.05-0.5-0.35-0.2)=8.7

Full Cost: 2+3.25+8.7=13.95

 

Handspring Assault

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

Take a move and attack maneuver with no penalties. If you hit, you deal 2d6 extra damage of the same type as your weapon. Then you can step twice.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(2*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=4.0

Unique Technique: Handspring Assault (-4 move & attack, -1 no max 9, -1 no penalties) [6] with trickery power (-5%); aspected combat only (-20%); daily (-40%);

6*(1-0.05-0.2-0.4)=2.1

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

50*(1-0.2-0.4-0.05-0.05-0.1-0.1)=5.0   Min 50*0.2=10

Full Cost: 2+2+2.1+10=16.1

 

Confounding Attack

After a successful attack, deal extra damage of the same type as your weapon equal to 1d6. In addition, make a Quick Contest of your weapon skill vs the target's Will. If you win, the next time the target attacks, if one of your enemies is next to him, he will attack that enemy instead of his actual target, if not, he will attack the air.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Mind Control [50]. Accessibility, Only on sapient beings, (-10%), Accessibility: Only one type of Command (-40%); Cannot concentrate to extend duration, (-10%); Fixed Duration, (+0%); Trickery Power (-5%); Linked (+10%); Accessibility: after a hit (-20%); Based on DX, own roll (-20%);

50*(1-0.1-0.4-0.1-0.05-0.1-0.2+0.2)=12.5

Full Cost: 2+12.5=14.5

 

Scattering Shot

Pre-Requisites: You must be wielding a Crossbow, A thrown Weapon or a Sling.

After a successful ranged attack, deal extra 1d6 damage of the same type as your weapon. In addition, all targets within 2 yards of the target take 14 knockback and have -2 to their attack rolls for 10 seconds.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Obscure 2 [4]; Ranged (+50%); Anti-Targeting (-20%) Trickery Power (-5%); Aspected: Combat Only (-20%); Requires Weapon (-10%); Daily (-40%); Linked (+10%); Special effect: Instead of creating a zone, it just sticks to the targets in the initial area (+0%);

4*(1+0.5-0.2+0.1-0.05-0.2-0.1-0.4+0.5)=4.6

Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Aspected: Combat Only (-20%); Trickster Power (-5%); follow-up Ranged Only (40%); Requires Weapon (-10%); Daily (-40%); Area of Effect 2y (+50%);

10*(1+0.2-0.2-0.5-0.2-0.05+0.4-0.1-0.4+0.5)=6.5

Full Cost: 4.6+2+6.5=13.1

 

Deep Cut

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, deal extra 1d6 damage of the same type as your weapon. And the target takes 1d6 damage per second. Each second he may make an HT-4 check to stop the damage.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Innate Attack tox 1d6 [4]; Trickery Power (-5%); 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*(1-0.05-0.4+0.1-0.15+3-0.2-0.4+0.4-0.1-0.1)=12.4

Full Cost: 12.4+2=14.4

 

Driving Assault

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, you may make an extra attack. After each attack, deal 14 extra knockback and take a step. If both hit, the target must make an HT check or get knocked prone.

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

50*(1-0.2-0.4-0.05-0.05-0.1-0.1-0.4)=-15    Min 50*0.2=10

Innate Attack Tox 1 [1]; Trickery Power (-5%); 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/day (-40%);

1*(1-0.05-0.35+0.9+3+0.2-0.2-0.2-0.5-0.4-0.4)=3

Innate Attack Cr 2d6 [5]; Martial Power (-10%); double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Trickery Power (-5%); Daily (-40%); Follow-Up: Universal (50%);

5*(1-0.1+0.2-0.2-0.5-0.05-0.4+0.5)=2.25

Full Cost: 10+3+2.25=15.25

 

Knockout

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, deal extra 1d5 damage of the same type as your weapon. In addition make a Weapon Skill vs the Target's HT. If you win, the target is knocked unconscious. Every second he can make another HT check to wake up.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Rapier Wit [5]; Words of Power (+100%); Debuff (+200%) Short Range 2 (-20%); Max Range 5y (-40%); Based on DX, Own Roll (+20%); Aspected: Combat Only (-20%); Daily (-40%); Requires Weapon (-10%);

5*(1+2-0.2-0.4+0.2-0.2-0.4-0.1)=9.5

Full Cost: 2+9.5=11.5

 

Rank 4 Daily Powers [4]

Precise Incision

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, treat your weapon a damage as if it had an Armor Divisor of 2, or increase the existing Armor Divisor to the next step and deal extra 2d6 damage of the same type as your weapon.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(2*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=4.0

Single Skill Imbue 3 [8] with + Imbuement Penetrating Strike 1pt [1]; with Trickery Power (-5%); 1/day(-40%); Aspected Combat (-20%); 1 FP Cost reduction (+20%); Fixed Duration (+0%); Cosmic, No roll required (+100%)

9*(1-0.05-0.4-0.2+0.2+1)=13.95

Full Cost: 13.95+2+2=17.95

 

Duelist's Prowess Stance

After a successful attack, you enter a the Duelist's Prowess Stance. For 1 minute, whenever an enemy attacks you, you may immediately make an attack against him.

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Trickery Power (-5%); 1/day (-40%);

100*(1-0.4-0.2-0.1-0.05-0.4)=-15.0 Min 100*0.2=20

 

Clever Riposte

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, deal extra 1d6+2 damage of the same type as your weapon. In addition, the target must make an HT-3 or whenever the target attacks you, he takes 1d6 damage once per round for 3 minutes.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8+(0.6*8))*(1-0.05-0.2-0.3+0.3-0.1-0.4)=3.2

Affliction 1 [10]; Debuff (+132%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

Fixed Duration (+0%);

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

-60*(1+1.2)=-132

10*(1+1.32-0.2-0.3+0.3-0.1-0.4)=16.2

Full Cost: 16.2+3.2=19.4 

 

Downward Spiral

After a successful attack, 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. In addition, anyone hit must make an HT check or fall prone.

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Trickery Power (-5%); 1/day(-40%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%)

9*(1-0.05-0.4-0.2-0.2+0.2+0.2+1)=13.95

Innate Attack Tox 1 [1]; Trickery Power (-5%); 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*(1-0.05-0.35+0.9+3+0.2-0.2-0.2-0.5-0.4)=3.4

Full Cost: 13.95+3.4=17.35

 

Lurker's Assault

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

Pre-Requisites: Cunning Sneak

Before the attack, you may move and make a stealth check -5 to hide. If you hit, deal extra 1d6 damage of the same type as your weapon, then move and make a stealth check -5 to hide.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Altered Time Rate [100]; Accessibility, Only to hide (-40%); Aspected: Combat Only (-20%); Accessibility: right before an attack (-10%); Trickery Power (-5%); 1/day (-40%); Reduced Duration 1/100 (-40%);

100*(1-0.4-0.2-0.1-0.05-0.2-0.4)=5.0 min 100*0.2=20

Vanishing Act [8]; Trickery Power (-5%); Accessibility: After Fleeting Spirit Strike (-10%); -5 for replacing Cunning Sneak; 1/scene (-20%); Reduced Duration 1/100 (-40%); Accessibility: After Distracting Shot (-10%); 1/day(-40%);

8*(1-0.05-0.1-0.2-0.4-0.1-0.4)=-2.0 Min 8*0.2=1.6

Full Cost: 2+20+1.6=23.6

 

Burst Fire

Pre-Requisites: You must be wielding a Crossbow, A Thrown Weapon or a Sling.

After a successful ranged attack, treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102)(p. B112), regardless of damage type. All enemies adjacent to you take damage plus deal extra 1d6 damage of the same type as your weapon.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(1*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=2.0

Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Trickery Power (-5%); 1/day(-40%); Aspected Combat (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%)

9*(1-0.05-0.4-0.2+0.2+0.2+1)=15.75

Full Cost: 15.75+2=17.75

 

Into Harm's Way

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, deal extra 1d6 crushing damage with double knockback. You may choose the direction of the knockback. In addition one ally in 5 yards may make an extra attack against the target.

Innate Attack, Cr [5]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);Double Knockback (+20%); Overhead (+20%);

(1*5)*(1-0.05-0.2-0.3+0.3-0.1-0.4+0.2+0.2)=3.25

Affliction [10]; Buff (50%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Trickery Power (-5%);

Buff is Extra Attack 1 [25]; Reduced Duration 1/100 (-40%); Nuisance Effect: Actual time is one use (-5%) Trickery Power (-5%); Requires Weapon (-10%); Accessibility: against target hit by knockback (-10%); 1/scene (-20%);

25*(1-0.2-0.4-0.05-0.05-0.1-0.1)=2.5   Min 25*0.2=5

10*(1+0.5+1-0.2+0.2-0.4-0.4-0.05)=16.5

Full Cost: 3.25+16.5=19.75

 

Rank 5 Daily Powers [5]

Vexing Escape

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, deal extra 2d6 damage of the same type as your weapon. In addition, you can take a full move, and for 1 minute, whenever an enemy becomes adjacent to you, you can take a half move.

Innate Attack, Varies [8]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%);

(2*8)*(1-0.05-0.2-0.3+0.3-0.1-0.4)=4.0

Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Trickery Power (-5%); 1/day (-40%);

100*(1-0.4-0.2-0.1-0.05-0.4)=-15.0 Min 100*0.2=20

Full Cost: 20+2+2=24

 

Raining Death

Pre-Requisites: You must be wielding a Crossbow, A Thrown Weapon or a Sling.

For 1 second, your ranged weapon has a +11 to their Rate of Fire. This allows you to do Spraying Fire or Suppression Fire (both p. B409).

Single Skill Imbue 3 [8] with + Imbuement Multi-Shot x11 (-10) 16pt [16]; with Trickery Power (-5%); 1/day(-40%); Aspected Combat (-20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%);

16*(1-0.05-0.4-0.2+0.2+1)=24.8

 

Rank 6 Daily Powers [6]

Bloodbath

Pre-Requisites: You must be wielding a Knife, Short Sword, or Rapier.

After a successful attack, the target must make an HT-4 check or take extra 3d6 tox damage. Afterwards, every second the target must make a new HT-4 check or take 3d6 damage that ignores DR again. This lasts for 4 seconds or until the first successful HT check.

Innate Attack, Tox [4]; Trickery Power (-5%); Aspected: Combat Only (-20%); Emergencies Only (-30%); Follow-up: Single Weapon Attack (+30%); Requires Weapon (-10%); 1/day (-40%); Resistible HT -4 (-10%); Cyclic 4x (200%);

(3*4)*(1-0.05-0.2-0.3+0.3-0.1-0.4-0.1+2)=25.8

 

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]

Sneak in the attack

As a free action, make an IQ check. If  you succeed, one ally within 5 yards gains the ability to make Sneak Attacks for 1 second.

Rapier Wit [5]; Buff (+60%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%); Trickery Power (-5%);

Buff is: Sneak Attack [6]

5*(1+0.6-0.2-0.4+0.2-0.2-0.3-0.2-0.2-0.05)=1.25

 

Lurker's Cloak

As a free action, for 1 second, anyone making vision related checks against you that already has either a cover penalty or a darkness penalty has those penalties increased by 4.

Obscure 4 [8]; Defensive (+50%); No Area Effect (-50%); 1/scene with Reduced Time 1 (-15%); Trickery Power (5%); Emergencies Only (-30%);

8*(1+0.5-0.5-0.15-0.05-0.3)=4.0

 

Swift Parry

You gain a +2 to a single parry check.

Improved Parry 2 [20]; Emergencies Only (-30%); 1/scene with reduced time (-15%); Trickery Power (-5%); Reduced Duration 1/60 (-30%);

20*(1-0.3-0.15-0.05-0.3)=4.0

 

Perfect Feint

Before you attack, you may make a free feint.

Extra Attack [25]; only for making feint (-2%); Trickery Power (-5%); 1/scene with Reduced Time 1 (-15%); Duration is actually 1/use (-50%);

25*(1-0.2-0.05-0.15-0.5)=2.5 Min 25*0.2=5

 

Brisk Stride

As a free action, you gain +4 to your basic move for 1 second.

Move +4 [20]; Emergencies Only (-30%); 1/scene with reduced time 1 (-15%); Trickery Power (-5%); Reduced Duration 1/60 (-35%);

20*(1-0.3-0.15-0.05-0.35)=3.0 Min 20*0.2=4

 

Gap In the Armor

As a free action, you gain +2 on attack rolls against a specific enemy for 1 minute.

Weapon Savant 2 [9]; Daily with reduced time 1 (-30%); Trickery Power (5%); Emergencies Only (-30%); Accessibility: Only against 1 foe (-5%);

9*(1-0.3-0.05-0.3-0.05)=2.7

 

Rank 2 Utility Powers [2]

Great Leap

You have double jumping distance and height.

Super Jump I [10]; Trickery Power (-5%); Emergencies Only (-30%);

10*(1-0.05-0.3)=6.5

 

Master of Deceit/Double take

When you fail a fast-talk/perception check you may reroll.

Impulse Points [5] + Recharge 1/hour [20]; Aspected: Only for rerolling skill check (-40%); Trickery Power (-5%); 1/scene (-20%);

25*(1-0.4-0.05-0.2)=8.75

 

Nimble Climb

Your have a +5 to Climbing Speed

Super Climbing [15]; Trickery Power (-5%); Emergencies Only (-30%);

15*(1-0.05-0.3)=9.75

 

Slippery Mind

When you fail a Will check, you can roll again.

Impulse Point [5] + Recharge per hour [20]; Emergencies Only (-30%); Aspected: Only to reroll will checks (-40%); Trickery Power (-5%);

25*(1-0.3-0.4-0.05)=6.25

 

Mob Mentality

As a free action, you and up to 6 allies who can hear you gain Charisma +2.

Rapier Wit [5]; Buff (+100%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Trickery Power (-5%); 1/scene (-20%); Cosmic: No Roll Required (+100%);

Buff is Charisma 2 [10];

5*(1+1-0.2-0.4+0.2-0.2-0.3-0.2-0.05-0.2+1)=8.25

 

Sidestep Stance

As a free action, you enter the Sidestep Stance for 1 minute. While in this stance, you can make a free Defensive Feint (see Defensive Feints, p.MA101) once per turn.

Extra Attack [25]; only for making defensive feint (-25%); Trickery Power (-5%); Daily with Reduced Time 1 (-30%);

25*(1-0.25-0.05-0.3)=10.0  

 

Rank 4 Utility Powers [4]

Tumble

As a free action, you may make an extra move.

Altered Time Rate [100]; Accessibility: Only to take a Move (-30%); Trickery Power (-5%); 1/scene with reduced time 1 (-15%); Reduced Duration 1/100 (-40%);

100*(1-0.3-0.05-0.15-0.4)=10.0 Min 100*0.2=20

 

Agile Footwork

When an enemy moves within 2 yards of you, you may move up to half your move.

Altered Time Rate [100]; Accessibility: Only to take a specific Wait (-40%); Trickery Power (-5%); 1/scene with reduced time 1 (-15%); Reduced Duration 1/100 (-40%);

100*(1-0.3-0.05-0.15-0.4)=10.0 Min 100*0.2=20

 

Sneaky Roll

When an enemy hits you, you may move up to half your move.

Altered Time Rate [100]; Accessibility: Only to take a specific Wait (-40%); Trickery Power (-5%); 1/scene with reduced time 1 (-15%); Reduced Duration 1/100 (-40%);

100*(1-0.3-0.05-0.15-0.4)=10.0 Min 100*0.2=20

 

Cunning Step

As a free action, you enter the Cunning Step Stance for 1 minute. While in this stance, you get a free move maneuver every turn.

Altered Time Rate [100]; Accessibility: Only to take a Move (-30%); Trickery Power (-5%); 1/day with reduced time 1 (-30%); Emergencies Only (-30%);

100*(1-0.3-0.05-0.3-0.3)=5.0 Min 100*0.2=20

 

Slip Aside

You take no damage from a single attack that hits you.

Insubstantiality [80]; Reflexive (+40%); Accessibility: When an enemy hits a character (-10%); Arcane Power (-40%); 1/scene (-20%); Duration is actually one use (-40%); Emergencies Only (-30%);

80*(1+0.4-0.1-0.4-0.2-0.4-0.3)=4.0 Min 80*0.2=16

 

Peripheral Concealment

As a free action, for 1 second you increase any vision penalties to see you by -7. You are invisible to anyone more than 5 yards away from you, (or if there are already -3 worth of darkness penalties), and may make a stealth check to become hidden.

Obscure 7 [14]; No Area Effect (-50%); Defensive (+50%); Daily with reduce time 1 (-30%); Reduced Duration 1/100 (-40%); Trickery Power (-5%); Stealthy (+100%);

14*(1-0.5+0.5-0.3-0.4-0.05+1)=17.5 

 

Rank 5 Utility Powers [5]

Close Quarters

After you get into Close Range with an enemy, for 1 minute, whenever that enemy moves, you may take a move maneuver.

Altered Time Rate [100]; Accessibility: Only to take a Move (-30%); Trickery Power (-5%); 1/day with reduced time 1 (-30%); Emergencies Only (-30%);

100*(1-0.3-0.05-0.3-0.3)=5.0 Min 100*0.2=20

Seeking Drill [1]

Full Cost: 20+1=21

 

Certain Freedom

Make a DX+1 or Wrestling +1 check. If you succeed, you instantly shed 3d6+6 control points.

Telekinesis 20 [100]; Area Effect 2y (+50%); Emanation (-20%); Trickery Power (-5%); Lift Only (-20%); Emergencies Only (-30%); Daily with reduced time (-30%); Duration is actually 1 use (-35%); Accessibility: Only for removing control points (-40%);

100*(1+0.5-0.2-0.05-0.2-0.3-0.3-0.35)=10.0 Min 100*0.2=20

Wrestling to DX +1 [4]; 1/day with reduced time (-30%); Duration is actually 1 use (-35%); Trickery Power (-5%);

4*(1-0.3-0.35-0.05)=1.2

No being able to shed control points without needing to pass an active defense is a special effect due to the fact that TK is normally invisible and thus can't be defended against

Full Cost: 20+2=22

 

Rank 6 Utility Powers [6]

Sudden Leap

As a free action, you can Fly a number of yards 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

Altered Time Rate [100]; Accessibility: Only to take a Move (-30%); Trickery Power (-5%); 1/scene with reduced time 1 (-15%); Reduced Duration 1/100 (-40%);

100*(1-0.3-0.05-0.15-0.4)=10.0 Min 100*0.2=20

Full Cost: 20+8=28

Warlock D&D 4e to GURPS adaptation

That was a lot of work.   Houserules Beyond the -80% limit : For certain spells that are clearly weaker than their price indicates, (GM ...