Figter Utility Powers
I decided to also add Utility powers to every class so far.
Starting with the Fighter.
I also added them to the original Fighter post, to keep things organized.
Utility Powers
These are all in one place, but they're color coded as usual, so At-Will, Encounter, Daily. They have their own slots, that cannot be used for other powers. At-Wills, as usual, don't need specific slots.
Encounter Utility Power Slot [2.8+1.2 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%; Aspected: No attacks and no damage powers (-40%);
4*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.6; 3*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.2
1.6+1.2=2.8
Daily Utility Power Slot [1.4+0.6 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%; Aspected: No attacks and no damage powers (-40%);
4*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 4*0.2=0.8; 3*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 3*0.2=0.6
0.8+0.6=1.4
Rank 1 Utility Powers [1]
Get Over Here
Select one ally within reach. That ally can move up to their speed -3.
Rapier Wit [5]; Buff (+90%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Martial Power (-10%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only before an attack (-10%); Duration is actually one use (-5%); Range is actually Reach (-5%);
Buff is Teleport [40]; Aspected: Combat Only (-20%) and only to move to places you could get walking (-20%); (-10%); and -3 move (-15)
40*(1-0.2-0.2)=24 24-15=9
5*(1+0.9-0.2-0.4+0.2-0.1-0.2-0.3-0.1-0.05-0.05)=3.5
Defensive Stance
As a free action, and with and a gutsy yell, you enter the Defensive Stance. When you enter this stance, any attacks against you are made at -4 to their rolls. This stance lasts 1 minute. You may only have one stance active at a time.
Obscure 4 [8]; Defensive (+50%); Targeting (-20%); No Area Effect (-20%); 1/day (-40%); Nuisance Effect: Only 1 stance at a time (-5%); Emergencies Only (-30%);
8*(1+0.5-0.2-0.2-0.4-0.05-0.3)=2.8
Full Extension
As a free action, your reach increases by 1 yard for 1 second. This also increases your swing damage by +1 per die.
Long Arms [10]; 1/scene (-20%); Reduced Duration 1/60 (-35%); Martial Power (-10%); Emergencies Only (-30%);
10*(1-0.2-0.35-0.1-0.3)=0.5 Min 10*0.2=2
Battle Leader
As a free action, make a leadership check. If you succeed, all allies that you can see within 2 yards can move their basic move -4.
Rapier Wit [5]; Buff (+40%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Martial Power (-10%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only before an attack (-10%); Duration is actually one use (-5%); Area Effect (+50%); Selective Area (+20%); Emanation (-20%);
Buff is Teleport [40]; Aspected: Combat Only (-20%) and only to move to places you could get walking (-20%); (-10%); and -4 move (-20)
40*(1-0.2-0.2)=24 24-20=4
5*(1-0.3-0.2-0.3+0.2-0.1-0.2-0.3-0.1-0.05+0.5+0.2-0.2)=0.75 Min 5*0.2=1
Minor Resurgence
As a free action, gain 5 ablative DR for 1 minute.
DR 5 [25]; Ablative (-80%); 1/Scene (-20%); Forcefield (+20%); Reduced Time 1 (+20%); Emergencies Only (-30%);
25*(1-0.8-0.2+0.2+0.2-0.3)=2.5 Min 25*0.2=5
Battle Awareness
You gain +2 to your speed solely to determine your place in the Combat Sequence.
Speed [20] solely for determining Combat Sequence (-80%); 1/day (-40%);
40*(1-0.8-0.4)=-8.0 Min 40*0.2=8
8*(1-0.4)=4.8
Full Cost: 4.8*
Settling The Score
After being hit by an attack, you gain +2 bonus to your attack rolls against that enemy for 1 minute.
Weapon Savant 2 [9]; 1/day (-40%); Reduced Duration 1/60 (-35%); Accessibility: After being hit (-10%); Nuisance Effect: Only against that enemy (-5%);
9*(1-0.4-0.35-0.1-0.05)=0.9 min 9*0.2=1.8
Helping Hands
As a free action, select one stunned ally within reach 1 and make a First Aid check. If you succeed, that ally can make another check to remove the stun. Those who succeed
recover instantly; they shed the defense penalties for being stunned and may act normally on their next turn.
Rapier Wit [5]; Reversed (+0%); Melee Reach 1 (-30%); 1/scene (-20%); Based on IQ, own roll (+20%);
5*(1-0.3-0.2+0.2)=3.5
Rank 2 Utility Powers [2]
Mighty Leap
For one second, you gain a Fly speed equal to (basic move-4)x2.
Super Jump [30]; 1/scene (-20%); Reduced Duration 1/60 (-35%); Martial Power (-10%); Emergencies Only (-30%); Temporary Disadvantage: -4 Basic Move (-20%);
40*(1-0.2-0.35-0.1-0.3-0.2)=-6.0 Min 40*0.2=8
Push Forward
Before an attack, you may step twice.
Extra Attack 2 [50]; Reduced Duration 1/60 (-35%); Martial Power (-10%); 1/scene (-20%); Emergencies Only (-30%); Reduced Time 1 (-20%);
50*(1-0.35-0.1-0.2-0.3-0.2)=-7.5 Min 50*0.2=10
Eldritch Tactics
Pre-Requisites: You must have a Teleport Speed of at least 5 yards.
Select one ally within 5 yards you can see. Switch places with that ally.
Rapier Wit [5]; Buff (+90%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Martial Power (-10%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only before an attack (-10%); Duration is actually one use (-5%); Cosmic: No Roll Required (+100%);
Buff is Teleport [40]; Aspected: Combat Only (-20%) and only to move to places you could get walking (-20%); (-10%); and -3 move (-15)
40*(1-0.2-0.2)=24 24-15=9
5*(1+0.9-0.2-0.4+0.2-0.1-0.2-0.3-0.1-0.05+1)=8.75
Battle Fury Stance
As a free action, and with and a gutsy yell, you enter the Battle Fury Stance. When you enter this stance, you deal 1d6+1 extra damage on all attacks, but any attacks against you are made at +2 to their rolls. This stance lasts 1 minute. You may only have one stance active at a time.
Rapier Wit [5]; Words of Power (+100%); Short Range 2 (-20%); Max Range 5y (-40%); Cosmic: No roll required (+100%); 10/day (-10%); Self Only (-50%); Requires Weapon (-10%); Aspected: Combat Only (-20%); Nuisance Effect: Only 1 stance at a time (-5%); Buff (+10%)
Buff is: Innate Attack Any 1d6+1 [10.4]; Martial Power (-10%); Emergencies Only (-30%) Follow-Up Universal (+50%);
10.4*(1-0.1-0.3+0.5)=11.44
And Easy To Hit 2 [-20]
11.44-20=-8.56
5*(1+1+0.1-0.2-0.4+1-0.1-0.5-0.1-0.2-0.05+0.1)=8.25
Defensive Training
As a free action, and with and a gutsy yell, you enter the Defensive Training Stance. When you enter this stance, you gain +2 on Will and HT checks. This stance lasts 1 minute. You may only have one stance active at a time.
+2 Will [10]; Emergencies Only (-30%); Martial Power (-10%); 1/day(-40%); Reduced Time 1 (+20%); Aspected: Checks and Contests only (-20%);
10*(1-0.3-0.1-0.4+0.2-0.2)=2.0
+2 HT [20]; Emergencies Only (-30%); Martial Power (-10%); 1/day(-40%); Reduced Time 1 (+20%); A
20*(1-0.3-0.1-0.4+0.2-0.2)=4.0
Full Cost: 2+4=6
Dauntless Endurance
If you fail an HT or Will check; you may reroll the check.
Impulse Point + recovery 1/scene [25]; Aspected: Only to reroll Will checks (-40%); Martial Power (-20%);
25*(1-0.4-0.2)=10
Get Up!
As a free action; make a First Aid check. If you succeed, you can spend up to two FP and one ally you can touch recovers double that as HP.
Healing [30]; Emergencies Only (-30%); Injuries Only (-20%); Limited Use, 1/scene (-20%); Martial Power (-10%); Cannot restore crippled limbs (-10%); Cosmic: No cumulative penalty (+50%); Aspected: Recent Injuries Only (-20%); Requires Gestures (-10%); Capped 4FP (-25%); Reduced Time 1 (+20%);
30*(1-0.3-0.2-0.2-0.1-0.1+0.5-0.2-0.1-0.25+0.2)=7.5
Rank 3 Utility Powers [1]
Shielded Sides
For 1 second, you can defend yourself without penalties when attacked from any angle. In addition, you gain +1 to all defenses.
360 vision [25]; 1/day (-40%); 1/60 duration (-35%) Martial Power (-10%);
25*(1-0.4-0.35-0.1)=3.75 Min 25*0.2=5
Defense Bonus [30]; 1/day (-40%); 1/60 duration (-35%) Martial Power (-10%);
30*(1-0.4-0.35-0.1)=4.5 Min 30*0.2=6
Full Cost: 5+6=11
Glowering Threat
As a free action, you emit a threatening presence. All enemies within 4 yards have -4 to all attack rolls against everyone except you for 1 second.
Obscure 4 [8]; Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); 1/scene (-20%); Reduced Duration 1/60 (-35%); Defensive (+50%); Area of Effect +2y (+50%); Selective Area (+20%); Emergencies Only (-30%); Reduced Time 1 (+20%);
8*(1-0.2-0.1-0.2-0.35+0.5+0.5+0.2-0.3+0.2)=10.0
Unbreakable
When you are hit by an attack that you can see coming, you gain 10DR against that attack.
DR 10 [50]; Must be Aware (-20%); 1/scene (-20%); Reduced Duration 1/60 (-35%);
50*(1-0.2-0.2-0.35)=12.5
Vigilant Protector
As a free action, and with and a gutsy yell, you enter the Vigilant Protector Stance. When you enter this stance, you are easier to hit, and anyone attacking you has +2 to their attack rolls, but all allies within 2 yards of you gain +1 to active defenses, +2 on Fright Checks, and +6 to recover from mental stun. These effects stack with Combat Reflexes. This stance lasts 1 minute. You may only have one stance active at a time.
Rapier Wit [5]; Buff (+150%) Martial Power (-10%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Melee Attack, Reach C, (-30%); Reduced Duration, 1/60, Only after target leaves the area, (-30%); Selective Area, (+20%); Area Effect, 2 yards, (+50%); Aura (+80%); Temporary Disadvantage: Easy to Hit (-20%); Nuisance Effect: Only 1 stance at a time (-5%); 1/day (-40%); Cosmic: No Roll Requires (100%);
Buff is: Combat Reflexes [15];
5*(1+1.5-0.1-0.2-0.3-0.2-0.3-0.3+0.2+0.5+0.8-0.2-0.05-0.4+1)=14.75
Daring Shout
As a free action, you emit a threatening presence. All enemies within 4 yards are marked for 1 second, and you gain 5 Ablative DR for 1 minute.
Obscure 2 [4]; Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); 1/scene (-20%); Reduced Duration 1/60 (-35%); Defensive (+50%); Area of Effect +2y (+50%); Selective Area (+20%); Emergencies Only (-30%); Reduced Time 1 (+20%);
4*(1-0.2-0.1-0.2-0.35+0.5+0.5+0.2-0.3+0.2)=5.0
DR 5 [25]; Ablative (-80%); 1/scene (-20%); Forcefield (+20%); Reduced Time 1 (+20%);
25*(1-0.8-0.2+0.2+0.2)=10
Full Cost: 10+5=15
Rejoin the Fray
You may instantly get up from prone as a free action.
Unique Technique: Rejoin The Fray (Acrobatic stand -6, do it as a free action -2) [8]; 1/scene (-20%); Martial Power (-10%); Emergencies Only (-30%); Cosmic: No Roll Required (+100%);
8*(1-0.2-0.1-0.3+1)=11.2
Rank 4 Utility Powers [4]
Unstoppable
As a free action, gain 20 ablative DR for 1 minute.
DR 20 [100]; Ablative (-80%); 1/day (-40%); Forcefield (+20%); Reduced Time 1 (+20%);
100*(1-0.8-0.4+0.2+0.2)=20.0
Boundless Endurance
For 1 minute, as long as you are below half HP, you have Regeneration 1/second.
Regeneration 1/sec [100]; 1/day (-40%); Martial Power (-10%); Accessibility: Only up to half HP (-30%);
100*(1-0.4-0.1-0.3)=20.0
Shrewd Repositioning
When you are hit by an attack; you may take a free move maneuver.
Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/scene (-20%);
100*(1-0.4-0.2-0.1-0.1)=20.0
Ignore Weakness
As a free action; you can rid yourself of an Affliction. Make an HT roll at -1 per full +50% the target effect is worth as an enhancement to Affliction. FP cost is equal to twice the penalty, minimum 1 FP.
Healing [30]; Self-Only (-0%); Emergencies Only (-30%); Afflictions Only (-40%); Limited Use, 1/scene (-20%); Martial Power (-10%); Cosmic: No cumulative penalty (+50%); Requires Gestures (-10%); Reduced Time 1 (+20%);
30*(1-0.3-0.4-0.2-0.1+0.5-0.1+0.2)=18.0
Kirre's Roar
As a free action, you emit an explosive roar. All enemies within 4 yards are marked for 1 second, and you gain 5 DR for 1 second.
Obscure 2 [4]; Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); 1/scene (-20%); Reduced Duration 1/60 (-35%); Defensive (+50%); Area of Effect +2y (+50%); Selective Area (+20%); Emergencies Only (-30%); Reduced Time 1 (+20%);
4*(1-0.2-0.1-0.2-0.35+0.5+0.5+0.2-0.3+0.2)=5.0
DR 5 [25]; 1/scene (-20%); Forcefield (+20%); Reduced Time 1 (+20%); Emergencies Only (-30%); Reduced Duration 1/60 (-35%);
25*(1-0.2+0.2+0.2-0.3-0.35)=13.75
Full Cost: 13.75+5=18.75
Sudden Sprint
As a free action, you may take an extra move maneuver.
Altered Time Rate [100]; Accessibility: Only to take a Move (-30%); Emergencies Only (-30%); Martial Power (-10%); 1/scene + Reduced Time 1 (-16%);
100*(1-0.3-0.3-0.1-0.15)=15.0 Min 100*0.2=20
Rank 5 Utility Powers [5]
Who's Next
After you take down one enemy, you may take a fee move maneuver, and you gain a
Altered Time Rate [100]; Accessibility, Only to take move (-30%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/scene (-20%);
100*(1-0.3-0.2-0.1-0.1-0.2)=10.0 Min 100*0.2=20
Innate Attack Any 1d6+2 [8+(8*0.6)]; Martial Power (-10%); Emergencies Only (-30%); Accessibility: When stated condition Happens (-10%); Martial Power (-10%); 1/scene (-20%); Reduced Duration 1/60 (-35%); Follow-Up Universal (+50%);
(8+(0.6*8))*(1-0.1-0.3-0.1-0.1-0.2-0.35+0.5)=4.48
Full Cost: 20+4.48=24.48
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