Ghost Stalker
This time, I made mini-class created from scratch instead of adapting. Just a few at-wills and encounter powers that fit a concept. I might elaborate on them one day, probably not.
Houserules
For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis.
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%
Ghost Stalker
Ghost Stalker Advantages
Spotter [5/level Max 6]
Each level of Spotter grants you +1 to Camouflage, Hiking, Navigation (Land), Stealth, and Tracking. You also get to add your level to remove penalties to stealth and camouflage checks. It is the pre-requisite for Spotter Powers. You cannot have powers of a rank higher than your Spotter level.
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)=4.9
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].
Ghost Stalker Powers
All Ghost Stalker powers have Spotter as a pre-requisite, and they all use the Martial Power Source. Each power costs [1] per rank. You may only have powers of a rank up to your Spotter rank.
IQ-Based Damage: Many extra effects of Spotter 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
Spotter's Mark
After a successful attack, anyone attacking the target gains a +2 bonus to their attack rolls for 1 second.
Obscure 2 [4]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+50%); Follow-Up Universal (+50%); Reduced Duration 1/10 (-20%); No Area Effect (-50%); Martial Power (-10%); Requires Weapon (-10%);
4*(1-0.2+0.5+0.5-0.2-0.5-0.1-0.1)=3.6
Painful Shot
After a successful ranged attack, you deal 1 extra damage the target must make an HT check at -1 per 2 points of damage done. If he fails, he is at -6 to all IQ and DX checks (-3 if he has HPT) for 1 second.
Innate Attack any 1 [2]; Range 10 y (-20%), Martial Power (-10%); Aspected: Combat Only (-20%); Side Effect: Debuff (+110%); Follow-Up: Ranged Attacks (+40%);
Debuff is: Terrible Pain (+60%), special effect: Just the effects.
2*(1-0.2-0.1-0.2+1.1+0.4)=4
Firing Line
After a successful ranged attack, you deal 1 extra damage the target must make an HT check at -1 per 2 points of damage done. If he fails, anyone attacking the target gets a +2 bonus to their damage rolls for 1 second.
Innate Attack any 1 [2]; Range 10 y (-20%), Martial Power (-10%); Aspected: Combat Only (-20%); Side Effect: Debuff (+58%); Follow-Up: Ranged Attacks (+40%); Fixed Duration (+0%); Reduced Duration (-40%);
Debuff is: Vulnerability to damage 2 [-8]
2*(1-0.2-0.1-0.2+0.58+0.4-0.4)=2.16
Rank 2 At Will Powers
Covering Fire
After a successful attack, select a spot within 5 yards and make a Tactics check. If you succeed, enemies attacking anyone within 2 yards of that spot have a -2 penalty on their attack rolls for 1 second.
Obscure 2 [4]; Anti-Targeting (-20%); Ranged (+50%); Reduced Duration 1/10 (-20%); Martial Power (-10%); Requires Weapon (-10%); Malediction (+100%); Selective Area (+20%); Aspected: Combat Only (-20%); Linked (+20%); Accessibility: after hitting an attack (-10%);
4*(1-0.2+0.5-0.2-0.1-0.1+1+0.2-0.2+0.2-0.1)=8
Rank 1 Encounter Powers
Vulnerability Shot
After a successful ranged attack, you deal 1 extra damage the target must make an HT check at -1 per 2 points of damage done. If he fails, his DR is reduced by 10 for 1 second.
Innate Attack any 1 [2]; Range 10 y (-20%), Martial Power (-10%); Aspected: Combat Only (-20%); Side Effect: Debuff (+100%); 1/scene (-20%); Follow-Up: Ranged Attacks (+40%); Fixed Duration (+0%); Reduced Duration (-40%);
Debuff is: negated advantage: DR 10 [50]
2*(1-0.2-0.1-0.2+1-0.2+0.4-0.4)=2.6
Weakening Shot
After a successful ranged attack against, you deal 1 extra damage the target must make an HT check at -1 per 2 points of damage done. If he fails, he does 50% less damage on all attacks for 1 second.
Innate Attack any 1 [2]; Range 10 y (-20%), Martial Power (-10%); Aspected: Combat Only (-20%); Side Effect: Debuff (+125%); 1/scene (-20%); Follow-Up: Ranged Attacks (+40%); Fixed Duration (+0%); Reduced Duration (-40%);
Debuff 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
2*(1-0.2-0.1-0.2+1.25-0.2+0.4-0.4)=3.1
Rank 2 Encounter Powers
Stunning Shot
After a successful ranged attack against, you deal 1d6 extra damage the target must make an HT check at -1 per 2 points of damage done. If he fails, he does 50% less damage on all attacks for 1 second.
Innate Attack any 1d6 [8]; Range 10 y (-20%), Martial Power (-10%); Aspected: Combat Only (-20%); Side Effect: Debuff (+50%); 1/scene (-20%); Follow-Up: Ranged Attacks (+40%); Fixed Duration (+0%); Reduced Duration (-40%);
Debuff is: Stun (+0%);
8*(1-0.2-0.1-0.2+0.5-0.2+0.4-0.4)=6.4
Execution
After a successful ranged attack, you deal 1 extra damage the target must make an HT check at -1 per 2 points of damage done. If he fails, anyone attacking the target gets a +4 bonus to their attack and damage rolls for 1 second.
Obscure 4 [8]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+50%); Follow-Up ranged (+40%); Reduced Duration 1/10 (-20%); No Area Effect (-50%); Martial Power (-10%); Requires Weapon (-10%); 1/scene (-20%);
6*(1-0.2+0.5+0.4-0.2-0.5-0.1-0.1-0.2)=4.8
Innate Attack any 1 [2]; Range 10 y (-20%), Martial Power (-10%); Aspected: Combat Only (-20%); Side Effect: Debuff (+66%); 1/scene (-20%); Follow-Up: Ranged Attacks (+40%); Fixed Duration (+0%); Reduced Duration (-40%);
Debuff is: Vulnerability to damage 4 [-16]
2*(1-0.2-0.1-0.2+0.66-0.2+0.4-0.4)=1.92
4.8+1.92=6.72
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