Warlord D&D 4e to GURPS adaptation
Annnd my favorite class, the warlord. Lots of extra attacks, and the main reason for half the house rules used in these powers.
GURPS refusal to allow you to act out of your turn was rather hard to figure out how to solve.
Houserules
Beyond the -80% limit: For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis.
Notes on buffs: Now I'm not sure this is 100% raw, but following the rules on Sorcery page 9 on buffs, a character may waive his HT roll to resist an affliction, as long as he has no DR on the part of the body hit. If we add Cosmic, no roll required, this means a pure DX roll to hit will always hit the face or eyes which will probably have no DR unless the caster has a very low DX. So whenever there's a buff that doesn't require any rolls at all, remember that if the target has DR on the face or the eyes and the caster has a low enough DX, the target must roll to resist.
Affliction Levels: Each affliction level costs 2 points instead of 10. Since this is a particularly large departure in rules, any powers that make use of this rule are indicated by a *.
Reflective on Rapier Wit: Normally you can't use Reflexive as an attack, but Kromm used it for a ranged healing ray, in https://forums.sjgames.com/showpost.php?p=1254800&postcount=5 which I feel is justification enough to allow usage for a buff that is already a free action (Rapier wit is a free action) when combining with Accessibility. Consider that the player could have simply asked on his own turn what the other player intended to do and activated Rapier Wit as a free action anyway, so no violation of action economy is at work here.
Advantages with Instantaneous Effects: If you reduce the duration of an Affliction (Advantage) to 1 second, and add "Nuisance Effect: Actual time is for one use only (-5%); it becomes an instant advantage, allowing it to be used immediately just like warp.
New Limitation:
Save Ends: For any negative effect that lasts for more than 1 second, instead of lasting the full duration, the target can make another resistance check (HT or Will or Fear, whichever is relevant) per second, success means they shrug off the effect. -50%.
New Enhancement:
For Healing:
Based on Subject’s FP: If your Healing is powered by the subject’s own FP (a common trope in fiction!) then this is a +20% modifier. The subject must be either willing or helpless (and inflicts a additional -2 penalty above and beyond the normal -2) and their FP can never go below 0 FP. If you can switch between using their FP and your own this costs +40% instead. Add a +10% modifier if your subject’s FP can go to up to -1xFP (but no further!)
Taken from https://www.ravensnpennies.com/gurps101-got-heals/
New Advantages
The Mark [3]
For 10 seconds, an enemy afflicted with a Mark has -2 to all attack rolls against anyone other than the character that marked him. This penalty is not cumulative with other marks. This is usually delivered as a follow-up attack or side-effect or similar, but if you buy the mark by itself, it is a ranged attack with 1/2D –, Max 100, Acc 3,RoF 1, Shots N/A, and Recoil 1.
Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%);
4*(1+0.5-0.5-0.2-0.1)=2.8
Seeking Drill [1]
Allows one to turn a wait into a move or move and attack maneuver, which normally isn't allowed.
Weapon Savant [2+1 per level]
You have a pool of
points that you can use to improve or learn the usage of any weapon you can get
your hands on and can understand. When you wield any weapon, make a Connoisseur
(Weapons) check. If you succeed, you can instantly use those points to increase
your skill with that weapon. You can only learn combat skills with weapons you
have knowledge of. It does not work on weapons above your TL or weapons from a
culture you had no contact with. This takes no time, and does not have a time
limit. You may only learn one weapon at a time. You have 1 point per level in
this ability.
In order to maintain your mastery of weapons, you must train at least a little
bit every day.
Cost: 2+1 per level. For each extra weapon skill you wish to keep active you must pay 1 extra point.
Modular Abilities: Short List [4] and no limitations to rearranging points [5]; Trait Limited: Weapon Skills Only (-40%); Ki Power (-10%); Required Disadvantage: Code of Honor (-15%); Requires simple ritual every day (-5%); Reduced Time: Instant (+20%); Focus Limited: Weapons (-15%); Requires Skill Roll: Connoisseur (-10%); Nuisance Effect: have known the weapon existed before (-5%);
-40-10-15-5+20-15-10-5=-80
4*(1-0.8)=0.8
5*0.2=1
New Disadvantages
Easy to Hit [-10/level, max 4]
You are a particularly easy target, for whatever reason. Any attack roll that targets you gains +1 per level of this disadvantage.
Disoriented [-41]
A Disoriented target has -2 to all defenses and has his step decreased by 1. If this reduces his step to zero, he cannot step.
Disoriented is: -4 to DX [-80]; only for the purposes of defending (-80%) and -10 basic move [-50], only for the purposes of stepping (-50%);
(80*(1-0.8))+(50*(1-0.5))=41
When put in afflictions it's 33% (-4DX is +40% instead of -80%)
Takes Extra Damage from X: You take extra damage from a particular attack form. Whenever this type of attack hits you, the GM applies a special modifier to damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.
|
Rarity of Attack |
+1 damage |
+2 damage |
+3 damage |
+4 or +1d6 damage |
|
Rare |
-1 |
-2 |
-3 |
-4 |
|
Occasional |
-2 |
-4 |
-6 |
-8 |
|
Common |
-3 |
-6 |
-9 |
-12 |
|
Very Common |
-4 |
-8 |
-12 |
-16 |
Weakness (Affliction) [Variable]: Rather than taking damage from a particular substance or circumstances, you suffer some form of affliction or other inconvenience. The effects occur when you are exposed to the item or circumstances, and wear off over time: stunning wears off normally, while other effects last (20 - HT) minutes, minimum 1 minute. If Incapacitation is combined with other effects, the other effects last for another (20 - HT) minutes after the Incapacitation wears off.
The base value of this disadvantage is -1 points for a Rare item or condition, -2 for an Occasional item, -4 for a Common item and -6 for a Very Common item. Use the categories under Weakness (p. B161) to assess rarity. The GM has final say on the rarity of an item or circumstances. Modify the base value for the severity of the effect, using the Side Effect attack enhancement (p. B109).
Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959
Vulnerability (Affliction) [Variable]: Rather than taking additional damage from a particular form of attack, you suffer some form of affliction or other inconvenience. The effects occur when you take a certain amount of damage, and subside when you are healed back above that threshold.
The base value of this disadvantage is -5 points for a Rare attack, -10 for an Occasional attack, -15 for a Common attack and -20 for a Very Common attack. Use the categories under Limited Defenses (p. B46) to assess rarity. The GM has final say on the rarity of an attack form.
Modify the base value for the severity of the effect and the damage threshold at which it occurs, using the Symptom attack enhancement (p. B109).
Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959
New Imbuements:
Area Effect
Prerequisites: Imbue 3.
General; DX/Very Hard
Default: Specialty for related weapon at same penalty as weapon default.
The weapon creates an Area of Effect. Treat the weapon’s damage as if it had the Area of Effect Modifier 1 (p. B102), affecting all targets within 2 yards. Just like Shockwave, the damage doesn't affect you when you use it on a melee attack.
Modifiers: -5 to Increase the area to 4 yards, -10 to 8 yards, -15 to 16 yards. -2 to add Selective Area (p. B108).
Class Powers
Breakdown: Class Powers is a framework similar to sorcery, where you buy an expensive main advantage, called a Power Source and then buy various specific powers as alternative abilities to that advantage with the cost divided by 5. Unlike sorcery, it doesn't take any time to switch powers because they're all the same type of ability, but you can still only use one at a time.
Rules: In order to buy a Class Power you must have the pre-requisite Advantage, each level of this advantage gives you access to powers of that Rank. For example, if you have Discipline at level 2, you may buy fighter powers of ranks 1 and 2. Each rank is also the cost of the power.
Powers are further divided in At-Will Powers, Encounter Powers and Daily Powers. You may learn a maximum of 3 each.
At Will Powers: As the name suggests, you may use an at-will power as long as you have bought it. As they're all similar abilities, you may pick which power you intend to use at the moment of your attack. You may not switch more than once per turn, however.
Encounter and Daily Powers: To be able to learn encounter and daily powers, you may either buy them at full price, or buy "Encounter Power Slots" and "Daily Power Slots"; The level of the slot indicates the rank of the Power you may learn. Once you use an encounter power, you must spend at least 10 minutes resting before it can be used again. Once you use a Daily Power, it can only be used in the next day, and after at least 1 hour of rest. You may freely switch the powers you store in these slots, but only after the required amount of rest for the slot.
Encounter Power Slot [5.6+2.4 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%;
4*(1+0.5-0.1-0.1-0.2-0.3)=3.2; 3*(1+0.5-0.1-0.1-0.2-0.3)=2.4
3.2+2.4=5.6
Daily Power Slot [2.8+1.2 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%;
4*(1+0.5-0.1-0.1-0.4-0.5)=1.6; 3*(1+0.5-0.1-0.1-0.4-0.5)=1.2
1.6+1.2=2.8
Notes:
Attacks and Contests: Any power that requires an Attack Roll uses the normal distance modifiers from the Size and Range table. Any power that either requires Resistance Checks (usually HT or Will) checks or Quick Contests between the user and the target use spell range modifiers (-1/yard). If you take damage from a Resistance or Quick Contest, that damage always ignores DR.
The Warlord
Warlord Advantages:
Commanding Presence [5/level]
Each level of Commanding Presence grants you +1 to Savoir-Faire (Military), Soldier, Strategy, and Tactics. You also get +1 per level on reaction rolls from Military officers, tribal war-leaders, soldiers, and other professional warriors. It is the pre-requisite for Warlord Powers. You cannot have powers of a rank higher than your Commanding Presence level.
Combat Leader [4/8]
When combat starts, as free action if you are not surprised, you may select a number of allies that can see and hear you, including yourself (up to your Leadership -3) to gain +1 to their speed for the purposes of determining their place in the Combat Sequence. Roll a Leadership check with -1 per ally besides yourself. If you succeed, they gain the bonus. The second level of this ability removes the need to make the roll, allowing you to always automatically grant the bonus when not surprised.
Rapier Wit [5]; Buff (+40%); Based on IQ, Own Roll (+20%); Emergencies Only (-30%); Cosmic: No Roll Required (+100%); Command Powers (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Gestures (-10%); Sense Based: Vision (-20%);
Buff is: Speed [20] solely for determining Combat Sequence (-80%); 20*(1-0.8)=4.0
5*(1+0.4+0.2-0.2+1-0.3-0.2-0.1-0.2)=8.0
Level 1 doesn't have "Cosmic: No Roll Required (+100%);
Battlefront Leader [11/16]
When combat starts, as free action if you are not surprised, you may select a number of allies that can see and hear you, including yourself (up to your Leadership -3) to gain +4 to their basic move for 1 second. Roll a Leadership check with -1 per ally besides yourself. If you succeed, they gain the bonus. The second level of this ability removes the need to make the roll, allowing you to always automatically grant the bonus when not surprised.
Rapier Wit [5]; Buff (+200%); Based on IQ, Own Roll (+20%); Emergencies Only (-30%); Cosmic: No Roll Required (+100%); Command Powers (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Gestures (-10%); Sense Based: Vision (-20%);
Buff is: Basic Move +4 [20]
5*(1+2+0.2-0.2+1-0.3-0.2-0.1-0.2)=16.0
Level 1 doesn't have "Cosmic: No Roll Required (+100%);
Tactical Presence [3]
When an ally within your line of sight uses a Fate Point, Impulse Point or similar ability to invoke Buying Success or Player Guidance, make a Leadership check at -4. If you succeed, the target gets +2 to attack rolls for 1 second
Rapier Wit [5]; Buff (+90%); Based on IQ, Own Roll (+20%); Emergencies Only (-30%); Command Powers (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Gestures (-10%); Sense Based: Vision, reversed (-20%); Accessibility: Ally using a Fate, Impulse, or Character Point for Buying Success or Player Guidance (-10%); Reflexive (-40%)*;
Buff is: Weapon Savant 2 [9];
5*(1+0.9+0.2-0.3-0.3-0.2-0.1-0.2-0.1-0.4)=2.5
Bravura Presence [3]
When an ally within your line of sight uses a Fate Point, Impulse Point or similar ability to invoke Buying Success or Player Guidance, make a Leadership check at -4. If you succeed, the target gains an Extra Attack.
Rapier Wit [5]; Buff (+75%); Based on IQ, Own Roll (+20%); Emergencies Only (-30%); Command Powers (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Gestures (-10%); Sense Based: Vision, reversed (-20%); Accessibility: Ally using a Fate, Impulse, or Character Point for Buying Success or Player Guidance (-10%); Reflexive (-40%)*;
Buff is: Extra Attack [25]; Accessibility: Only against target of original attack (-20%); Emergencies Only (-30%) and only for single attacks (-20%);
25*(1-0.2-0.3-0.2)=7.5
5*(1+0.75+0.2-0.2-0.3-0.2-0.1-0.2-0.1-0.4)=2.25
Insightful Presence [2]
When an ally within your line of sight uses a Fate Point, Impulse Point or similar ability to invoke Buying Success or Player Guidance, make a Leadership check at -4. If you succeed, anyone attacking the target takes a -4 penalty to their attack rolls for 1 second.
Rapier Wit [5]; Buff (+64%); Based on IQ, Own Roll (+20%); Emergencies Only (-30%); Command Powers (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Gestures (-10%); Sense Based: Vision, reversed (-20%); Accessibility: Ally using a Fate, Impulse, or Character Point for Buying Success or Player Guidance (-10%); Reflexive (-40%)*;
Buff is: Obscure [8]; Defensive (+50%); No Area Effect (-50%); Anti-Targeting (-20%);
8*(1+0.5-0.5-0.2)=6.4
5*(1+0.64+0.2-0.2-0.3-0.3-0.1-0.2-0.1-0.4)=1.2
Inspiring Presence [6]
When an ally within your line of sight uses a Fate Point, Impulse Point or similar ability to invoke Buying Success or Player Guidance, make a Leadership check at -4 plus normal range penalties. If you succeed, the target heals 4 HP.
Healing [30]; Emergencies Only (-30%); Injuries Only (-20%); Limited Use, 1/scene (-20%); Ranged (+40%); Range 5y (-40%); Reflexive (+40%); Command Powers (-30%); Sense Based: Sight and Sound (-30%); Capped FP 2 (-25%); Reduced FP cost -2 (-40%); Cannot restore crippled limbs (-10%);
30*(1-0.3-0.2-0.2+0.4-0.4+0.4-0.3-0.3-0.25+0.4-0.1)=4.5 Min 30*0.2=6
Skirmishing Presence [1]
When an ally within your line of sight uses a Fate Point, Impulse Point or similar ability to invoke Buying Success or Player Guidance during an attack, make a Leadership check at -4. If you succeed, if the target hasn't moved yet, it can move his full speed.
Rapier Wit [5]; Buff (+60%); Based on IQ, Own Roll (+20%); Emergencies Only (-30%); Command Powers (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Gestures (-10%); Sense Based: Vision, reversed (-20%); Accessibility: Ally using a Fate, Impulse, or Character Point for Buying Success or Player Guidance (-10%); Reflexive (-40%)*;
Buff is: Unique Technique: Skirmishing Presence (-4 move & attack, -1 no max 9, -1 no penalties) bought to default [6]
5*(1+0.6+0.2-0.3-0.3-0.2-0.1-0.2-0.1-0.4)=1.0
Inspiring Word [6/17]
Pick a target within 5 yards that can hear your words and make a Leadership check at -1 per yard of distance. If you succeed, that target loses 1 to 6 FP and heals double that number of HP. The target's FP must be above 0. You may use this ability twice per scene, and it only works for recent injuries. You cannot heal any injuries caused in previous scenes.
Level 2 allows you to target yourself.
Healing [30]; Emergencies Only (-30%); Injuries Only (-20%); Limited Use, 1/scene (-20%); Ranged (+40%); Range 5y (-40%); Command Powers (-30%); Sense Based: Sight and Sound (-30%); Cannot restore crippled limbs (-10%); Malediction, Healing (0%); RoF 2 (+40%); Cosmic: No cumulative penalty (+50%); Aspected: Recent Injuries Only (-20%); Requires Complex Typical Ritual (-10%); Short Range (-10%); Based on Subject’s FP (+20%); Requires Gestures (-10%); Capped 6FP (-15%);
30*(1-0.3-0.2-0.2+0.4-0.4-0.3-0.3-0.1+0.4+0.5-0.2-0.1-0.1+0.2-0.1-0.15)=1.5 Min 30*0.2=6
Second Level adds Self (+50%);
30*(1-0.3-0.2-0.2+0.4-0.4-0.3-0.3-0.1+0.4+0.5-0.2-0.1-0.1+0.2-0.1-0.15+0.5)=16.5
Warlord Powers
All warlord powers have Commanding Presence as a pre-requisite, and they all use the Command Power Source. Each power costs [1] per rank. You may only buy powers of a rank equal or lower to your level in Commanding Presence
Minor and Major Damage: When you see a power referring to Minor or Major damage, it means, Thrust based on IQ and Swing based on IQ, respectively.
Practiced Warlord: An experienced Warlord (with at least Rank 2 in Commanding Presence); can choose to increase the rank of any Warlord At-Will buff by 1 (and thus increasing the price and required Commanding Presence rank). If he does so, he doesn't have to roll a leadership check to activate his abilities.
Adding Cosmic: no Roll required to Rapier Wit increases the full cost by 5
Rank 1 At-Will powers [1]:
Furious Smash
Make an attack with reach 1 with your weapon skill. If you hit, you deal Swing damage of the same type as your weapon, and make a leadership check. If you succeed, one ally you can see within 5 yards gains +2 on attack and damage rolls against the target for 1 second.
Rapier Wit [5]; Buff (+93%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only after hitting with Furious Smash (-20%); Accessibility, Only nonvolitional or non-resisting subjects (-20%);
Buff is: Weapon Savant 2 [9]; Accessibility: Only when attacking the target (-20%); Emergencies Only (-30%);
Innate Attack any 2 [4.8]; Accessibility: Only when attacking the target (-20%); Emergencies Only (-30%); Follow-Up Universal (+50%);
(9*(1-0.2-0.3))+(4.8*(1-0.2-0.3+0.5))=9.3
5*(1+0.93-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.2)=1.65
Furious Smash is: Natural Weapon any [8]; Single (-20%); Cannot Parry (-40%); Command Power (-40%); Swing Only (+20%); Emergencies Only (-30%);
8*(1-0.2-0.4-0.4+0.2-0.3)=-0.8 Min 8*0.2=1.6
Full Cost: 1.6+1.65=3.25
Wolf Pack Tactics
Before you make an attack, make a Leadership Check. If you succeed, move one ally you can see within 5 yards 1 yard in any safe direction.
Rapier Wit [5]; Buff (+40%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only before an attack (-10%); Duration is actually one use (-5%);
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+0.4-0.2-0.4+0.2-0.3-0.2-0.3-0.1-0.05)=0.25 Min 5*0.2=1
Commander's Strike
As a ready, make a leadership check. If you succeed, one ally you can see within 5 yards can make an instant melee attack against a target of your choice with +4 striking ST.
Rapier Wit [5]; Buff (+120%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Ready (-10%);
Buff is: Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%); Melee Only (-10%);
25*(1-0.3-0.2-0.1)=10.0
And Striking ST* [4]; Emergencies Only (-30%); Accessibility: Only against the chose target (-20%);
4*(1-0.3-0.2)=2.0
10+2=12
*KYOS
5*(1+1.20-0.2-0.4+0.2-0.3-0.2-0.3-0.05-0.2-0.1)=3.25
Brash Assault
After you make an All Out Attack, make a leadership check. If you succeed, one ally you can see within 5 yards can make an instant attack against the target.
Rapier Wit [5]; Buff (+125%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After an All-Out Attack (-30%)
Buff is: Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
5*(1+1.25-0.2-0.4+0.2-0.3-0.2-0.3-0.05-0.2-0.3)=2.5
Opening Shove
After a successful shove, make a leadership check. If you succeed, one ally you can see within 5 yards can move 4 yards and make an instant attack against the target.
Rapier Wit [5]; Buff (+140%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful knockback (-20%); Duration is actually one use (-5%);
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
And Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%); Melee Only (-10%);
25*(1-0.3-0.2-0.1)=10.0
10+4=14
5*(1+1.4-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05)=4.75
Intuitive Strike
When you make an attack, make a leadership check and pick an ally. If you succeed, that ally has +4 on their next attack roll against the target.
Rapier Wit [5]; Buff (+85%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After an Attack(-10%); Duration is actually one use (-5%);
Buff is Weapon Savant 4 [17] Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
17*(1-0.3-0.2)=8.5
5*(1+0.85-0.2-0.4+0.2-0.3-0.2-0.3-0.1-0.05)=2.5
Rank 2 At-Will powers [2]:
Direct the Strike
As a ready, make a leadership check. If you succeed, one ally within line of sight can make an instant attack against a target of your choice.
Rapier Wit [5]; Buff (+125%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Ready (-10%);
Buff is: Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
5*(1+1.25+0.2-0.3-0.2-0.3-0.05-0.2-0.1)=6.5
Inevitable Wave
Make a quick contest between your Leadership and the Will of a target you can reach with a move maneuver. If you succeed, you can freely move and attack a target and the target takes 2 extra damage from all attacks for 1 second.
Rapier Wit [5]; Words of Power (+100%); Debuff (+16%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Command Power (-30%); Accessibility: After Inevitable Wave (-10%); Nuisance Effect: 1 second Only (-5%);
Debuff is: Takes Extra Damage 2, Physical, very common [-8]
And the same but energy [-8]
8+8=16
5*(1+1+0.16-0.2-0.4+0.2-0.2-0.3-0.1-0.05)=5.55
Unique Technique: Inevitable Wave: based on move and attack (-4); no move and attack penalties or limits (-2) [6]; with Command Power (-30%); And Emergencies Only (-30%);
6*(1-0.3-0.3)=2.4
Full Cost: 5.55+2.4=7.95
Rousing Assault
After a successful attack, make a leadership check and pick one ally you can see within 5 yards. If you succeed, whenever that ally is healed, he recover 4 extra HP; this condition lasts 1 second.
Rapier Wit [5]; Buff (+225%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility, after a hit (-20%);
Buff is Very Rapid Healing 4 [45]: Aspected: Only for increasing healing (-20%); Emergencies Only (-30%);
45*(1-0.2-0.3)=22.5
5*(1+2.25-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.2)=8.25
Paint the Bull's Eye
After a successful ranged attack, make a leadership check. If you succeed, the target takes 3 extra damage from all attacks for 1 second.
Rapier Wit [5]; Words of Power (+100%); Debuff (+24%) Short Range 2 (-20%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%); Command Power (-30%); Accessibility: After a successful ranged attack (-20%); Nuisance Effect: 1 second Only (-5%);
Debuff is: Takes Extra Damage 2, Physical, very common [-12]
And the same but energy [-12]
12+12=24
5*(1+1+0.24-0.2+0.2-0.2-0.3-0.2-0.05)=7.45
Risky Shot
After making an all-out attack to make a ranged attack, if you hit, deal extra damage equal to your thrust.
Natural Weapon any [8]; Single (-20%); Cannot Parry (-40%); Command Power (-40%); Emergencies Only (-30%); Ranged (+100%); Follow-up: Ranged (+40%);
8*(1-0.2-0.4-0.4-0.3+1+0.4)=8.8
Rank 1 Encounter Powers [1]
Warlord's Favor/Pin Cushion
After a successful melee/ranged attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your Swing. Hit or miss, select one ally. If you succeed, for one second, that ally's attacks against the target have a +4 bonus.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee/ranged (+40%); Command Power (-30%); Aspected: Combat Only (-20%); 1/scene (-20%); Swing Only (+20%);
8*(1-0.2-0.4+0.4-0.3-0.2-0.2+0.2)=2.4
Obscure 4 [8]; Reversed (-0%); Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%); Linked (+10%); Command Power (-30%); Emergencies Only (-30%); 1/scene (-20%); Accessibility: after an attack (-10%); Accessibility: Only one person (-30%); Reduced Duration 1/10 (-20%);
8*(1+0.5-0.5+0.1-0.2+0.4-0.3-0.3-0.2-0.1-0.3-0.2)=-0.8 Min 8*0.2=1.6
Full Cost: 2.4+1.6=4
Hammer and Anvil
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your Thrust. In addition, one ally within 5 yards can make a free melee attack against the target with a bonus of 4 to their striking ST for the attack.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2-0.2)=0.8 Min 8*0.2=1.6
Rapier Wit [5]; Buff (+120%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful knockback (-20%); Duration is actually one use (-5%); 1/scene (-20%);
Buff is +4 Striking ST [4] Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
4*(1-0.3-0.2)=2.0
And Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%); Melee Only (-10%);
25*(1-0.3-0.2-0.1)=10.0
10+2=12
5*(1+1.2-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.2)=3.0
Full Cost: 1.6+3=4.6
Hammer Formation
After an attack, make a leadership check. If you succeed, each ally within 2 yards of you deals extra Thrust damage on their next hit.
Rapier Wit [5]; Buff (+24%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After an attack (-20%); Area of Effect 2y (+50%); Selective Area (+20%);
Buff is: Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Aspected: Combat Only (-20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
5*(1+0.24-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.1+0.5+0.2)=2.2
Seize the Upper Hand
After a successful melee attack against the flank or back of a target, make a leadership quick contest against the target's Will. If you win, you deal extra damage of the same type as your weapon equal to your swing. In addition, the target takes 4 extra damage from all sources. Every second the target can make another Will check to shrug off the effect.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); Accessibility: Only vs non-frontal hexes (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2-0.2)=0.8 Min: 8*0.2=1.6
Rapier Wit [5]; Words of Power (+100%); Debuff (+32%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Emergencies Only (-30%); Command Power (-30%); Accessibility: After a successful hit vs a non-frontal hex (-30%); 1/scene (-20%);
Debuff is: Takes Extra Damage 4, Physical, very common [-16]
And the same but energy [-16]
5*(1+1+0.16-0.2-0.4+0.2-0.3-0.3-0.3-0.2)=3.3
Full Cost: 3.3+1.6=4.9
Guarding Attack
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, you and all allies within 2 yards are harder to hit: any attack against you has a -4 to their attack rolls for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Obscure 4 [8]; Anti-Targeting (-20%); Linked (+10%); Accessibility: After a melee attack (-10%); Command Power (-30%); Emergencies Only (-30%); 1/scene (-20%); Duration 1/10 (-25%); Defensive (+50%);
8*(1-0.2+0.1-0.1-0.3-0.3-0.2-0.25+0.5)=2
Full Cost: 2.4+2=4.4
Bloody Ending
After a successful melee attack against an enemy that is Reeling (1/4th of their HP remaining) or suffering from a Major Injury, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing and Major Damage of the same type. In addition, all allies have +2 to hit the target for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); Accessibility: Only against wounded targets (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2-0.2)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); Accessibility: Only against wounded targets (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2-0.2)=0.8 Min 8*0.2=1.6
Obscure 2 [4]; Reversed (-0%); Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%); Linked (+10%); Accessibility: After with a melee against a wounded target (-30%); Command Power (-30%); Emergencies Only (-30%); Reduced Duration 1/10 (-20%);
8*(1+0.5-0.5-0.2+0.1-0.3-0.3-0.3-0.2)=-1.6 Min 8*0.2=1.6
Full Cost: 1.6+1.6+1.6=4.8
Surround Foe
Before you make an attack, make a Leadership Check. If you succeed, deal extra damage of the same type as your weapon equal to your Swing, and move one ally you can see within 5 yards 2 yards to a space adjacent to the target
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Rapier Wit [5]; Buff (+90%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only before an attack (-10%); Duration is actually one use (-5%); 1/scene (-20%);
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+0.2-0.3-0.2-0.3-0.1-0.05+-0.2)=1.75
Full Cost: 1.75+2.4=4.15
Rank 2 Encounter Powers [2]
Diabolic Stratagem
After you make an All Out Attack, make a leadership check. If you succeed, all allies you can see within 4 yards can make an instant attack against the target.
Rapier Wit [5]; Buff (+125%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After an All-Out Attack (-30%); Area of Effect 4y (+100%); 1/scene (-20%); Selective Are (+0.2)
Buff is: Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
5*(1+1.25-0.2-0.4+0.2-0.3-0.2-0.3-0.05-0.2-0.3+1-0.2+0.2)=7.5
Coordinated Offensive
Before you make an attack, make a Leadership Check. If you succeed, move all allies you can see within 4 yards 2 yards in any safe direction.
Rapier Wit [5]; Buff (+90%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: Only before an attack (-10%); Duration is actually one use (-5%); AoE 4y (+100%); Selective Are (+20%); 1/scene (-20%);
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+0.2-0.3-0.2-0.3-0.1-0.05+1+0.2-0.2)=7.75
Inspiring War Cry/Stirring Force
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, you can snap allies out of stun. Select one stunned ally +1 per margin of success on your leadership check. The affected radius is HT yards. Success gives your friends immediate Will rolls to recover from mental 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]; Words of Power (+100%); Reversed (+0%); 1/scene (-20%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%);
5*(1+1-0.2+0.2-0.3-0.2-0.3)=6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Full Cost: 6+2.4=8.4
Flattening Charge
Make a leadership check. If you succeed you may move and attack without penalties. If you hit, deal extra damage of the same type as your weapon equal to your swing, and the target must make an HT check. If he fails, he is knocked prone.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Move and Attack (-4); No penalties related to move and attack (-2); [6]; with Emergencies Only (-30%);
Innate Attack Tox 1 [1]; Linked (+10%); accessibility: After a hit (-20%); No Wounding (-50%); Ignores DR (+300%); Side Effect: Legless (+90%);
1*(1+0.1-0.2-0.5+3+0.9)=4.3
Full Cost: 4.3+2.4=6.7
Dicey Predicament
When you are adjacent to two or more enemies, make a leadership check. If you succeed, when you attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, all enemies adjacent to you are easier to hit, granting their attackers +2 on their rolls to hit them for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Obscure 2 [4]; Reversed (-0%); Ranged (+50%); Anti-Targeting (-20%); Linked (+10%); Command Power (-30%); Emergencies Only (-30%); 1/scene (-20%); Accessibility: When surrounded (-20%); Defensive (+50%); Selective Area (+20%); Reduced Duration 1/10 (-20%);
4*(1+0.5-0.2+0.1-0.3-0.3-0.2-0.2+0.5+0.2-0.2)=3.6
Full Cost: 2.4+3.6=6
Staggering Shot
After a successful ranged attack, make a leadership quick contest against the targets Will. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition if you win, if the target attempts to move in the next second, he falls prone.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Ranged (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Rapier Wit [5]; Words of Power (+100%); Debuff (+11%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%);
Debuff is: Weakness: Affliction, Very Common [-6]; Legless (+90%);
-6*(1+0.9)=-11.4
5*(1+1-0.11-0.2-0.4+0.2-0.2)=6.45
6.45+2.4=8.85
Surprise Attack
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, one ally in 5 yards can make an instant attack with +2 the attack roll.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Rapier Wit [5]; Buff (+188%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%); Actual time is one use only (-5%);
Buff is: Extra Attack [25]; Emergencies Only (-30%); Accessibility: Attack Only (-20%);
25*(1-0.3-0.2)=12.5
And Weapon Savant 2 [9]; Emergencies Only (-30%);
9*(1-0.3)=6.3
12.5+6.3=18.8
5*(1+1.88-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.2-0.05)=6.15
Full Cost: 6.15+2.4=8.55
Lions Roar
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, one ally within 5 yards recovers 4 HP.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Healing [30]; Emergencies Only (-30%); Injuries Only (-20%); Limited Use, 1/scene (-20%); Ranged (+40%); Range 5y (-40%); Command Powers (-30%); Sense Based: Sight and Sound (-30%); Cannot restore crippled limbs (-10%); Malediction, Healing (0%); Cosmic: No cumulative penalty (+50%); Aspected: Recent Injuries Only (-20%); Reduced FP Cost 2 (+40%); Requires Gestures (-10%); Capped 2FP (-25%);
30*(1-0.3-0.2-0.2+0.4-0.4-0.3-0.3-0.1+0.5-0.2+0.4-0.1-0.25)=-1.5 Min 30*0.2=6
Full Cost: 2.4+6=8.4
Sacrificial Lure
After you make a Committed or All-Out Attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your Swing plus Major damage of the same type. Hit or miss, select one ally. If you succeed, for one second, that ally's attacks against the target have a +5 bonus.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee/ranged (+40%); Command Power (-30%); Aspected: Combat Only (-20%); 1/scene (-20%); Swing Only (+20%);
8*(1-0.2-0.4+0.4-0.3-0.2-0.2+0.2)=2.4
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee/ranged (+40%); Command Power (-30%); Aspected: Combat Only (-20%); 1/scene (-20%); Swing Only (+20%);
8*(1-0.2-0.4+0.4-0.3-0.2-0.2+0.2)=2.4
Obscure 5 [10]; Reversed (-0%); Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%); Linked (+10%); Command Power (-30%); Emergencies Only (-30%); 1/scene (-20%); Accessibility: after an attack (-10%); Accessibility: Only one person (-30%); Reduced Duration 1/10 (-20%);
10*(1+0.5-0.5+0.1-0.2+0.4-0.3-0.3-0.2-0.1-0.3-0.2)=-1.0 Min 10*0.2=2
Full Cost: 2.4+2.4+2=6.8
On My Mark
After a successful melee attack, make a leadership check. If you succeed, one ally within 5 yards can make a free attack against the target with a bonus of +2 to their damage roll.
Rapier Wit [5]; Buff (+173%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); Duration is actually one use (-5%); 1/scene (-20%);
Buff is Innate Attack any 2 [4.8]; Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%); Follow-up Universal (+50%);
4.8*(1-0.3-0.2+0.5)=4.8
And Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
4.8+12.5=17.3
5*(1+1.73-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05-0.2)=5.4
Rank 3 Encounter Powers [3]
Sunder Armor
After a successful melee attack, make a leadership Quick Contest against the target's Will. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. If you win, the next 5 attacks that hit the target, are converted into critical hits.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Rapier Wit [5]; Words of Power (+100%); Debuff (+150%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Aspected: Combat Only (-20%);
Debuff is: Villainous Points + 1/scene x10 [-250] aspected: Only to transform hits into crits (-40%);
-250*(1-0.4)=-150
5*(1+1+1.5-0.2-0.4+-0.2-0.2)=12.5
Full Cost: 12.5+2.4=14.9
Myrmidon Formation
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, you and all allies within 2 yards gain 5 Ablative DR for 9 seconds.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Affliction [10]; Buff (50%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-40%); Command Power (-30%); Sense Based: Sight, reversed (-20%); Hearing Based (-20%); Emergencies Only (-30%); Accessibility: After a hit (-20%); Area of Effect 2y (+50%); Selective Area (+20%);
Buff is: DR 5 [25]; Ablative (-80%); Force Field (+20%); Emergencies Only (-30%); = [5];
10*(1+0.5+1-0.2-0.25-0.4-0.3-0.2-0.2-0.3-0.2+0.5+0.2)=11.5
Full Cost: 11.5+2.4=13.9
Provocative Order
As a ready, make a leadership check. If you succeed, one ally within line of sight can take a Move and Attack maneuver against a target of your choice instantly, without any of the standard Move and Attack Penalties. If he hits, he deals extra Swing damage of the same type as his weapon.
Rapier Wit [5]; Buff (+266%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Ready (-10%);
Buff is: Altered Time Rate [100]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%); Accessibility: Move and Attack Only (-30%);
100*(1-0.3-0.2-0.3)=20.0
And Unique Technique: Provocative Order: Move and Attack (-4); No penalties related to move and attack (-2); [6]; with Emergencies Only (-30%);
6*(1-0.3)=4.2
And: Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Aspected: Combat Only (-20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
20+4.2+2.4=26.6
5*(1+2.66+0.2-0.3-0.2-0.3-0.05-0.2-0.1)=13.55
Race The Arrow
After a successful ranged attack, make a leadership check. If you succeed, one ally within line of sight can take a Move and Attack maneuver against a target of your choice instantly, without any of the standard Move and Attack Penalties.
Rapier Wit [5]; Buff (+262%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After a ranged hit (-20%);
Buff is: Altered Time Rate [100]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%); Accessibility: Move and Attack Only (-30%);
100*(1-0.3-0.2-0.3)=20.0
And Unique Technique: Provocative Order: Move and Attack (-4); No penalties related to move and attack (-2); [6]; with Emergencies Only (-30%);
6*(1-0.3)=4.2
And Striking ST 4 [4]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
4*(1-0.3-0.2)=2.0
20+4.2+2=26.2
5*(1+2.62+0.2-0.3-0.2-0.3-0.05-0.2-0.1)=13.35
Tacticians Invitation
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, one ally within line of sight can choose between gaining an extra Shove, an extra Move, or an extra Evaluate on their next turn.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Rapier Wit [5]; Buff (+200%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Ready (-10%);
Buff is: Altered Time Rate [100]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%); Accessibility: Only non-damaging maneuvers (-30%);
100*(1-0.3-0.2-0.3)=20.0
5*(1+2+0.2-0.3-0.2-0.3-0.05-0.2-0.1)=10.25
Full Cost: 10.25+2.4=12.65
Follow Me In
Make a leadership check. If you succeed, make a Move and Attack without any of the normal penalties. If you hit, you deal extra damage of the same type as your weapon equal to your swing. In addition, pick a number of allies within line of sight equal to 1 + your margin of success on the Leadership check. Those allies gain +4 to their move for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Rapier Wit [5]; Buff (+200%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%);
Buff is: +4 basic move [20]
And Unique Technique: Provocative Order: Move and Attack (-4); No penalties related to move and attack (-2); [6]; with Emergencies Only (-30%);
6*(1-0.3)=4.2
5*(1+2+0.2-0.3-0.2-0.3-0.2-0.2)=10
Full Cost: 10+2.4=12.4
Warlord's Strike
After a successful melee attack, make a leadership quick contest against the target's Will. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, if you won, the target takes 1d6 extra damage from all sources for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Affliction [10]; Debuff (32%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Based on Will (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Command Power (-30%); Emergencies Only (-30%); Accessibility: After a successful Melee Hit (-20%); Linked (+10%); 1/scene (-20%);
Debuff is: Takes Extra Damage 4: Very Common, Physical x2 [-16]
And the same but energy [-16]
10*(1+0.32+1-0.4+0.2+0.2-0.4-0.3-0.3-0.2-0.1-0.2)=8.2
Full Cost: 8.2+2.4=10.6
Inspire Resilience
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, all adjacent allies gain 4 Ablative DR for 9 seconds and a bonus to their damage rolls for 1 second equal to 2.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Rapier Wit [5]; Buff (+57%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%); AoE 2y (+50%); Selective Area (+20%); Emanation (-20%);
Buff is Innate Attack Any 2 [4.8]; Follow-Up: Universal (+50%); Emergencies Only (-30%);
4.8*(1+0.5-0.3+0.5-0.2+0.2)=8.16
5*(1+0.57-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.2)=-0.15 Min 5*0.2=1
Affliction [10]; Buff (40%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-40%); Command Power (-30%); Emergencies Only (-30%); AoE 2y (+50%); Selective Area (+20%); Emanation (-20%); 1/scene (-20%); Linked (+10%); Accessibility: When attacking (-10%);
Buff is DR 4 [20]; Ablative (-80%);
20*(1-0.8)=4.0
10*(1+0.4-0.2-0.25-0.4-0.3-0.3+0.5+0.2-0.2-0.2+0.1-0.1)=2.5
Full Cost: 2.4+8.16+2.5=13.06
Set the Trap
After an attack, make a leadership check. If you succeed, one ally within your line of sight can move and attempt to make a stealth -5 check to become hidden. In addition, that ally gains a +2 bonus to his attacks.
Rapier Wit [5]; Buff (+328%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%); Nuisance Effect: Actual Time is one use (-5%);
Buff is:
Altered Time Rate [100]; Accessibility, Only to take move (-40%); Emergencies Only (-30%); Accessibility: When stated condition Happens (-10%); Warlord Power (-30%);
100*(1-0.4-0.3-0.1-0.3)=-10.0 Min: 100*0.2=20
And Vanishing Act (Delvers To Grow p. 34) [8];
And Innate Attack any 2 [4.8]; Follow-Up: Universal (+50%); Emergencies Only (-30%); Accessibility: Only against hidden (-20%);
4.8*(1+0.5-0.3-0.2)=4.8
20+8+4.8=32.8
5*(1+3.28-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.2-0.05)=13.15
Interrupting Strike
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, select an ally within 5 yards. If the target attacks you or that ally, the ally can make a free attack against the target.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Rapier Wit [5]; Buff (+262%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After a ranged hit (-20%); 1/scene (-20%);
Buff is: Altered Time Rate [100]: Emergencies Only (-30%); Accessibility: Only to attack target (-20%); Accessibility: Wait only (-40%);
100*(1-0.3-0.2-0.3)=20.0
5*(+1+2.62+0.2-0.3-0.2-0.3-0.05-0.2-0.2-0.2)=11.85
2.4+11.85=14.25
Rank 4 Encounter Powers [4]
Devastating Offensive
After a successful melee attack, make a leadership check. If you succeed, you deal extra knockback equal to your swing x2. In addition, move one ally his speed and have him make a melee attack with +4 Striking ST against the target.
Natural Weapon Cr [5]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%); No Wounding (-50%); Double Knockback (+20%); No Blunt Trauma (-10%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2-0.5+0.2-0.1)=-0.8 Min 5*0.2=1
Rapier Wit [5]; Buff (+380%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful Attack (-20%); Duration is actually one use (-5%); 1/scene (-20%);
Buff is Teleport [40]; Aspected: Combat Only (-20%) and only to move to places you could get walking (-20%); (-10%);
40*(1-0.2-0.2)=24
And Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%); Melee Only (-10%);
25*(1-0.3-0.2-0.1)=10.0
And +4 Striking ST [4]
24+10+4=38
5*(1+3.8-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05-0.2)=15.75
Full Cost: 1+15.75=16.75
Interrupting Strike
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, the target is Marked for one second, and select an ally within 5 yards. If the target attacks you while marked, that ally can make a free attack against the target.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); Reduced Duration 1/10 (-20%); Command Power (-30%); 1/scene (-20%);
4*(1+0.5-0.5-0.2-0.1-0.2-0.3-0.2)=0 Min 4*0.2=0.8
Rapier Wit [5]; Buff (+262%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After a ranged hit (-20%); 1/scene (-20%);
Buff is: Altered Time Rate [100]: Emergencies Only (-30%); Accessibility: Only to attack target (-20%); Accessibility: Wait only (-40%);
100*(1-0.3-0.2-0.3)=20.0
5*(+1+2.62+0.2-0.3-0.2-0.3-0.05-0.2-0.2-0.2)=11.85
Full Cost: 2.4+0.8+11.85=15.05
Phalanx Assault
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, you and all allies within 2 yards gain +2 to all defenses for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.3-0.4+0.4-0.3-0.2+0.2-0.2)=1.6
Rapier Wit [5]; Buff (+350%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%); Area of Effect 2y (+50%); Selective Area (+20%);
Buff is: Defense Bonus 2 [50]; Emergencies Only (-30%);
50*(1-0.3)=35
5*(1+3.5-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.2+0.5+0.2)=18
Full Cost: 18+1.6=19.6
Sudden Motivation
After a successful attack, select a number of allies you can see and make a leadership check at -1 per ally beyond the first. If you succeed, each ally can take an extra move.
Rapier Wit [5]; Buff (+400%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After a hit (-10%); 1/scene (-20%);
Buff is: Altered Time Rate [100]: Emergencies Only (-30%); Accessibility: Move maneuver only (-30%);
100*(1-0.3-0.3)=40.0
5*(1+4+0.2-0.3-0.2-0.3-0.2-0.1-0.2)=19.5
Rank 5 Encounter Powers [5]
Fierce Reply
When an enemy makes an attack roll against an ally, make a leadership check. If you succeed, make an attack against that enemy that deals extra Swing damage of the same type as your weapon.
Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); 1/scene (-20%); Reduced Duration 1/10 (-25%);
100*(1-0.4-0.2-0.1-0.2-0.25)=-15.0 Min: 100*0.2=20
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Full Cost: 20+2.4=22.4
Join the Crowd
When an ally makes an attack with area of effect, make a leadership check. If you succeed, make an attack against an enemy that is on the edge or 1 yard away from the edge of the area effect. If you hit, the enemy takes 14 extra knockback.
Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); 1/scene (-20%); Reduced Duration 1/10 (-25%);
100*(1-0.4-0.2-0.1-0.2-0.25)=-15.0 Min: 100*0.2=20
Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Command Power (-30%); Emergencies Only (-30%);
10*(1-+0.2-0.2-0.5+0.5-0.3-0.3)=0 Min 10*0.2=2
Full Cost: 20+2=22
Rank 6 Encounter Powers [6]
Powerful Warning
When an ally gets attacked within your line of sight, make a leadership check. If you succeed, that ally gains +1 to their dodge against that attack and can make an instant attack against the enemy.
Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); 1/scene (-20%); Reduced Duration 1/10 (-25%);
100*(1-0.4-0.2-0.1-0.2-0.25)=-15.0 Min: 100*0.2=20
Rapier Wit [5]; Buff (+200%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Requires Ready (-10%); 1/scene (-20%);
Buff is: Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
And Enhanced Dodge +2 [30]; Emergencies Only (-30%); Accessibility: Only against the specific attack (-20%);
15*(1-0.3-0.2)=7.5
12.5+7.5=20
5*(1+2+0.2-0.3-0.2-0.3-0.05-0.2-0.1-0.2)=9.25
Full Cost: 9.25+20=29.25
Vengeance is Mine
When an enemy makes an attack roll against you, make a leadership check. If you succeed, make an attack against that enemy, and one ally within line of sight can make an instant attack against the enemy.
Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Aspected: Combat Only (-20%); Accessibility: When stated condition Happens (-10%); 1/scene (-20%); Reduced Duration 1/10 (-25%);
100*(1-0.4-0.2-0.1-0.2-0.25)=-15.0 Min: 100*0.2=20
Rapier Wit [5]; Buff (+125%) Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%);
Buff is: Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
5*(1+1.25+0.2-0.3-0.2-0.3-0.05-0.2-0.2)=6
Full Cost: 20+6=26
No Gambit is Wasted
When an ally misses an attack roll, make a leadership check. If you succeed, that ally can Reroll the attack roll. Then, you can make an instant attack against the target, dealing extra damage equal to your Swing.
Impulse Point + Refreshes 1/hour [25]; Emergencies Only (-30%); Command Power (-30%); Aspected: Only for attack rolls (-20%);
25*(1-0.3-0.3-0.2)=5
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Aspected: Combat Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.2)=2.4
Altered Time Rate [100]; Accessibility, Only to take Wait following your normal turn (-40%); Emergencies Only (-30%); Accessibility: When stated condition Happens (-10%); Warlord Power (-30%);
100*(1-0.4-0.3-0.1-0.3)=-10.0 Min: 100*0.2=20
Full Cost: 20+5+2.4=27.4
Rank 1 Daily Powers [1]
Lead the Attack
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, for 10 seconds, any attack rolls against the target have a bonus of +4.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Obscure 5 [10]; Reversed (-0%); Ranged (+50%); No Area Effect (-50%); Linked (+10%); Accessibility: Only after a hit (-20%); Daily (-40%); Command Power (-30%);
8*(1+0.5-0.5+0.1-0.2-0.4-0.3)=1.6
1.6+1.6+1.6=4.8
Leader's Instincts
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, one ally within 5 yards can make a free attack against the target with a bonus of +2 to their attack roll.
Rapier Wit [5]; Buff (+170%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); Duration is actually one use (-5%); 1/day(-40%);
Buff is Weapon Savant 2 [9]; Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
9*(1-0.3-0.2)=4.5
And Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
4.5+12.5=17
5*(1+1.7-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05-0.4)=4.25
Situational Advantage
After a successful ranged attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, you and all allies within 4 yards deal Thrust extra damage on all attacks against enemies suffering from any affliction or penalty for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up ranged (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up ranged (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Rapier Wit [5]; Buff (+32%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); 1/day(-40%);
Buff is Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Any (+50%); Emergencies Only (-30%); Accessibility: Afflicted enemies only (-20%);
8*(1-0.2-0.4+0.5-0.3-0.2)=3.2
5*(1+0.32-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.4)=-2.4 Min 5*0.2=1
1.6+1.6+1=4.2
Shift the Field
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition,
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Rapier Wit [5]; Buff (+125%) 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%); Accessibility: After a hit (-10%); Daily (-40%); Command Power (-30%); Actual time is one use only (-5%);
Buff is Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
5*(1-1.25-0.2-0.4+0.2-0.2-0.3-0.2-0.1-0.4-0.3-0.05)=-11 Min 5*0.2=1
1.6+1.6+1=4.2
Rank 2 Daily Powers [2]
Concentrated Attack
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, one ally within 5 yards can make a free attack against the target with a bonus of +1d6 to their damage roll.
Rapier Wit [5]; Buff (+205%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); Duration is actually one use (-5%); 1/day(-40%);
Buff is Innate Attack any 1d6 [8]; Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%); Follow-up Universal (+50%);
8*(1-0.3-0.2+0.5)=8
And Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
8+12.5=20.5
5*(1+2.05-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05-0.4)=6.0
Relentless Wounding
After a successful melee attack, make a leadership quick contest against the target's Will. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, if you win the target takes extra 1d6 extra damage from all attacks.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Rapier Wit [5]; Words of Power (+100%); Debuff (+16%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Emergencies Only (-30%); Command Power (-30%); Daily (-40%); Vision Based; Revered (-20%);
Debuff is: Take Extra Damage Physical 4 [-16]
5*(1+1+0.16-0.2-0.4+0.2-0.3-0.3-0.4-0.2)=2.8
1.6+1.6+2.8=6
Destructive Surprise
As a free action, make a leadership check. If you succeed, you grant the power Destructive Surprise Attack to one ally you can see who can hear you.
Rapier Wit [5]; Buff (+232%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); Duration is actually one use (-5%); 1/day(-40%);
Buff is: Destructive Surprise Attack [23.2]
5*(1+2.32-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05-0.4)=7.35
Destructive Surprise Attack
Granted by Destructive Surprise.
As a free action, make an attack. If you hit, that attack deals extra damage of the same type as your weapon equal to your swing, and Major Damage of the same type.
Altered Time Rate [100]; Emergencies Only (-30%); Daily (-40%); Accessibility: Only to attack (-10%);
100*(1-0.3-0.4-0.1)=20.0
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.5-0.3+0.2-0.4)=3.2
Full Cost: 20+3.2=23.2
Stand The Fallen/Surging Assault
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, all allies within 2 yards recover 8HP.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Healing [30]; Command Power (-30%); FP Cost reduced 4 (+80%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 4FP (-20%); Once per day (-40%); Sense Based: hearing (-20%); Area of Effect 2y (+50%); Emanation (-20%); Aspected: Recent Injuries Only (-20%); Emergencies Only (-30%); Accessibility: After a successful melee attack (-10%); Linked (+10%);
30*(1-0.3+0.8-0.1-0.2-0.2-0.4-0.2+0.5-0.2-0.2-0.3-0.1+0.1)=6.0
1.6+1.6+6=9.2
A Rock and a Hard Place
As a free action, make a Leadership check. If you succeed, you enter the Rock and a Hard Place Stance. When you enter this stance, once per second, any enemy attacking an ally within 2 yards takes Swing damage of the same type as your weapon. This stance lasts 10 seconds. You may only have one stance active at a time.
Natural Weapon Any [8]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Command Power (-30%); Emergencies Only (-30%); Nuisance Effect: Only 1 stance at a time (-5%); 1/day with reduced time 1 (-30%); Reduced Duration 1/20 (-25%); Aura (+80%); Selective Area (+20%); Area Effect 2y (+50%); Accessibility: Enemy that attacks an ally (-20%);
8*(1-0.2-0.4+0.2-0.3-0.3-0.05-0.3-0.25+0.8+0.2+0.5-0.2)=5.6
Scent of Victory
Make a Leadership check as a concentrate. If you succeed, all allis within 4 yards may make an immediate against any enemy that is Reeling.
Rapier Wit [5]; Buff (+125%) Short Range 2 (-20%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Duration is actually one use (-5%); 1/day(-40%); AoE 4y (+100%); Selective Area (+20%); Emanation (-20%); Takes Concentrate (-10%);
Buff is Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against Reeling enemies (-20%);
25*(1-0.3-0.2)=12.5
5*(1+1.25-0.2+0.2-0.3-0.2-0.3-0.05-0.4+1+0.2-0.2-0.1)=9.5
I've Got Your Back
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, for 1 minute, any attacks made against allies within 2 yards of you are made at -4 to their attack rolls.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Obscure 4 [8]; Defensive (+50%); Selective Area (+20%); Targeting (-20%); Daily (-40%); Accessibility: Not the caster (-20%); Command Power (-30%);
8*(1+0.5+0.2-0.2-0.4-0.2-0.3)=4.8
Full Cost: 1.6+1.6+4.8=8
Rank 3 Daily Powers [3]
Calculated Assault
After a successful melee attack, make a leadership check. If you succeed, one ally deals 1d6 extra damage against the target for 1 minute.
Affliction [10]; Cosmic: No Roll Required (+100%); Buff (80%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/3(-10%); Max Range 5 yards (-40%); Emergencies Only (-30%); 1/day (-40%); Linked (+10%); Accessibility: After hitting an attack (-10%);
Buff is Innate Attack Any 1d6 [8]; Emergencies Only (-30%); Follow-up Universal (+50%); Accessibility: Only against chosen target (-20%);
8*(1-0.3+0.5-0.2)=8
10*(1+1+0.8-0.2-0.1-0.4-0.3-0.4+0.1-0.1)=14
Orchestrated Offensive
After an attack, select 2 allies and make a leadership -1 check. If you succeed, each ally immediately gains a maneuver they can use as they wish.
Rapier Wit [5]; Buff (+300%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); Duration is actually one use (-5%); 1/day(-40%);
Buff is: Altered Time Rate [100]; Emergencies Only (-30%); Daily (-40%);
100*(1-0.3-0.4)=30.0
5*(1+3-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05-0.4)=10.75
Bait The Hook
After a successful melee attack, make a leadership quick contest against the target's HT. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, if you win pick one ally. That ally has +2 to hit and +4 to damage against the target for 3 minutes. Each second the target may make another HT check to shrug off these effects.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Affliction [10]; Debuff (18%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Save Ends (-50%); Emergencies Only (-30%); Linked (+10%); Accessibility: After an hit (-20%);
Debuff is: Easy To Hit 2 [20]; Accessibility: Only a specific person (-50%);
And Vulnerable to damage 4, physical [16]; (-50%);
10+8=18
10*(1+0.18+1-0.4+0.2-0.5-0.3+0.1-0.2)=10.8
1.6+1.6+10.8=14
Directed Combat
After a successful melee attack, make a leadership check -1. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, one ally gets a free move maneuver, and another gets a free move and attack maneuver.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Rapier Wit [5]; Buff (+300%) 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%); Daily (-40%); Command Power (-30%);
Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified actions [-40%];
100*(1-0.3-0.4)=30.0
5*(1+3-0.2-0.4+0.2-0.2-0.3-0.2-0.4-0.3)=11.0
11+1.6=12.6
Blood Designation
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal. In addition, the target is bleeding and must make an HT-5 check or he takes 2 damage. He makes this check every second, stopping when he succeeds once or when 9 seconds have passed. As long as he is under this effect, all attacks rolls that target him get a +2 to their check.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Innate Attack 2 tox [2.4]; Emergencies Only (-30%); Follow-Up Universal (+50%); Cyclic, 1/s, Resistible 9x (450%); Daily (-40%); Command Power (-30%);
2.4*(1-0.3+0.5+4.5-0.4-0.3)=12
Obscure 2 [4]; Reversed (+0%); No Area Effect (-50%); Ranged (+50%); Linked (+10%); Accessibility: After hitting with attack (-10%); Emergencies Only (-30%); Daily (-40%); Command Power (-30%);
4*(1-0.5+0.5+0.1-0.1-0.3-0.4-0.3)=0 Min 4*0.2=0.8
Full Cost: 1.6+0.8+12=14.4
Teachable Moment
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, you gain the power How it's Done, which you can use once per second for 9 seconds.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Affliction [10]; How It's Done (35%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Emergencies Only (-30%); Linked (+10%); Accessibility: After an attack (-10%); Daily (-40%); Command Power (-30%);
10*(1+0.35+1-0.2-0.4-0.4-0.3+0.1-0.1-0.4)=6.5
Full Cost: 1.6+1.6+1+6.5=10.7
How it's Done
Granted by Teachable Moment.
After you attack, one ally within 5 yards gains +2 to attack rolls.
Rapier Wit [5]; Buff (+90%) 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%); Accessibility: After a hit (-10%):
Buff is Weapon Savant 2 [9];
5*(1+0.9-0.2-0.4+0.2-0.2-0.3-0.2-0.1)=3.5
Coordinated Assault
As a Ready maneuver, make a leadership -1 check. If you succeed, you grant the power Coordinated Assault to one or two allies you can see who can hear you.
Rapier Wit [5]; Buff (+350%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); Duration is actually one use (-5%); 1/day(-40%);
Buff is: Destructive Surprise Attack [23.2]
5*(1+3.5-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05-0.4)=13.25
Coordinated Assault Attack
Granted by Coordinated Assault.
As a free action, take a move and attack maneuver with no penalties. If you hit, that attack deals extra damage of the same type as your weapon equal to your swing, and the target must make an HT check or fall prone.
Altered Time Rate [100]; Emergencies Only (-30%); Daily (-40%); Accessibility: Only to attack (-10%);
100*(1-0.3-0.4-0.1)=20.0
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.5-0.3+0.2-0.4)=3.2
Affliction [10]; Debuff (XX%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Emergencies Only (-30%); Follow-up Universal (+50%); Daily (-40%); Command Power (-30%);
Debuff is: Legless [-40]
10*(1+0.4-0.4+0.2+0.5-0.4-0.3)=10.0
Destructive Surprise technique (-4 move and attack, -2 no penalties) [6]; 1/day (-40%); Emergencies Only (-30%);
6*(1-0.4-0.3)=1.8
Full Cost: 20+3.2+10+1.8=35
Rank 4 Daily Powers [4]
Bastion of Defense
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, all allies within 4 yards gain 5 Ablative DR and are harder to hit: Any attacks rolls against them are made at -5. These effects lasts for 1 minute.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Affliction [10]; Buff (90%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/3(-10%); Max Range 5 yards (-40%); Emergencies Only (-30%); 1/day (-40%); Linked (+10%); Accessibility: After hitting an attack (-10%); Area Effect 4y (+100%); Selective Area (+20%); Emanation (-20%);
Buff is DR 4 [20]; Ablative (-80%);
20*(1-0.8)=4.0
Obscure 5 [10]; Emergencies Only (-30%); Anti-Targeting (-20%); Defensive (+50%); No Area Effect (-50%);
10*(1-0.3-0.2+0.5-0.5)=5.0
4+5=9
10*(1+0.9-0.2-0.1-0.4-0.3-0.4-0.1+1+0.2-0.2)=14
Full Cost: 14+1.6+1.6=17.2
Staggering Spin
After a successful attack make a leadership check. If you succeed, treat the weapon’s damage as if it had the Area Effect 1 modifier (p. B102) and Emanation (p. B112), regardless of damage type. In addition deal 14 extra Knockback, and if any of these targets end up adjacent to your allies, those allies can make a free attack against them.
Single Skill Imbue 3 [8] with + Imbuement Area Effect 1pt [1]; with Command Power (-30%); 1/day(-40%); Aspected Combat (-20%); Emanation (-20%); Selective (+20%); 1 FP Cost reduction (+20%); Cosmic: No Roll Required (+100%);
9*(1-0.3-0.4-0.2-0.2+0.2+0.2+1)=11.7
Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Command Power (-30%); Emergencies Only (-30%); 1/day (-40%);
10*(1+0.2-0.2-0.5+0.5-0.3-0.3-0.4)=0.0 Min 10*0.2=2
Rapier Wit [5]; Buff (+125%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); Duration is actually one use (-5%); 1/day(-40%);
Buff is Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
5*(1+1.25-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05-0.4)=2.0
2+2+11.7=15.7
Pike Hedge
Pre-Requisites: You must be wielding a weapon with reach 2 or longer.
As a free action, for one minute, whenever an enemy tries to move into a place adjacent to you may make a free attack against him.
Altered Time Rate [100]; Only to Wait (-40%); Daily (-40%); Command Power (-30%);
Full Cost: 20
Rousing Call
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, check your margin of success. For each 1 you passed the check, one unconscious ally automatically wakes up, and gets a chance to roll to get out of stun or he gets a free maneuver to stand up if awake but prone.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Rapier Wit [5]; Buff (+410%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); Duration is actually one use (-5%); 1/day(-40%);
Buff is: Altered Time Rate [100]; Emergencies Only (-30%); Only for standing up (-50%);
100*(1-0.3-0.5)=20.0
And Immunity to Unconsciousness [30]; Emergencies Only (-30%);
30*(1-0.3)=21
20+21=41
5*(1+4.1-0.2-0.4+0.2-0.3-0.2-0.3-0.2-0.05-0.4)=16.25
Full Cost: 16.25+1.6+1.6=19.45
Exemplar of Action
After a successful melee attack, make a leadership quick contest against the target's HT. If you win, the target is Easy to Hit, any attack against him has +2, deals 50% less damage, and takes 1d6 extra damage from all attacks. The target can make an HT check every second to shrug off the effects.
Affliction [10]; Debuff 1 (52%); Debuff 2 (90%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Save Ends (-50%); Emergencies Only (-30%); Linked (+10%); Accessibility: After an hit (-10%); Daily (-40%); Command Power (-30%);
Debuff 1 is: Easy to Hit 2 [-20]
And: Takes Extra Damage Physical 1d6 [-16]
And: Takes Extra Damage Energy 1d6 [-16]
-20-16-16=-52
Debuff 2 is: Shrinking 3 [15]; Minimum Size Only, (+0%); Aspected: Only for the purposes of reducing damage (-40%);
15*(1-0.4)=9
10*(1+0.52+0.9+1-0.4+0.2-0.5-0.3+0.1-0.1-0.4-0.3)=17.2
Ready the Charge
After a successful attack, make a leadership check. If you succeed, the target takes extra 28 knockback, and every ally within 4 yards can make a move and attack maneuver against the target.
Rapier Wit [5]; Buff (+300%) 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%); Accessibility: After a hit (-10%): Actual time is one use only (-5%); Daily (-40%); Command Power (-30%); Area of Effect 4y (+100%): Emanation (-20%); Selective Area (+20%);
Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%];
100*(1-0.3-0.4)=30.0
5*(1+3-0.2-0.4+0.2-0.2-0.3-0.3+1-0.2+0.2)=19
Innate Attack 1d6, Cr [5]; Emergencies Only (-30%); Follow-Up Universal (+50%); Double Knockback (+20%); No Blunt Trauma (-10%); No Wounding (-50%); Daily (-40%); Command Power (-30%);
5*(1-0.3+0.5+0.2-0.1-0.5-0.4-0.3)=0.5 Min 5*0.2=1
Full Cost: 19+1=20
Rank 5 Daily Powers [5]
Lamb to the Slaughter
Select a number of allies you can see and make a Quick Contest of your Leadership vs the Will of one enemy within 5 yards. The check is at a penalty equal to the number of allies you selected. If you succeed, you force the enemy to move 10 yards in any safe direction and the selected allies that you can see may make an instant attack or move and attack maneuver against the target.
Rapier Wit [5]; Words of Power (+100%); Debuff (+200%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Emergencies Only (-30%); Command Power (-30%); Daily (-40%); Vision Based; Revered (-20%);
Debuff is: Warp [100]; Emergencies Only (-30%); Max Range 10y (-50%);
100*(1-0.3-0.5)=20.0
5*(1+1+2-0.2-0.4+0.2-0.3-0.3-0.4-0.2)=12
Rapier Wit [5]; Buff (+205%) Short Range 2 (-20%); Max Range 5y (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Accessibility: After a successful attack (-20%); Duration is actually one use (-5%); 1/day(-40%);
Buff is Extra Attack [25]: Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
25*(1-0.3-0.2)=12.5
Full Cost: 12+12.5=24.5
Iron Dragon Charge
Make a move and attack maneuver without any penalties, then, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, for 9 seconds, whenever you take a move and attack, one ally within 16 yards can take a move an attack.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
And Unique Technique: Iron Dragon Charge: Move and Attack (-4); No penalties related to move and attack (-2); [6]; with Emergencies Only (-30%);Daily (-40%); Command Power (-30%);
6*(1-0.3-0.4-0.3)=0.0 Min 6*(0.2)=1.2
Rapier Wit [5]; Buff (+200%) Based on IQ, Own Roll (+20%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After a hit (-10%); Only one ally at a time (-20%); Area Effect 16y (+200%); Persistent (+40%); Emanation (-20%); Selective Area (+20%); Daily (-40%); Command Power (-30%);
Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%]; Accessibility: after an ally makes a move and attack (-10%);
100*(1-0.3-0.4-0.1)=20.0
5*(1+2+0.2-0.2-0.3-0.2-0.1-0.2+2+0.4-0.2+0.2-0.4-0.3)=19.5
Full Cost: 1.6+1.6+1.2+19.5=23.9
White Raven Strike
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, up to two allies within 10 yards gain 15 Ablative DR for 9 seconds.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Affliction [10]; Buff (150%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Emergencies Only (-30%); Linked (+10%); Accessibility: After an attack (-10%); Daily (-40%); Command Power (-30%); RoF 2 (+40%);
Buff is Ablative DR 15 [75]; Ablative (-80%);
75*(1-0.8)=15.0
10*(1+1.5+1-0.2-0.4-0.4-0.3+0.1-0.1-0.4-0.3+0.4)=19
Full Cost: 1.6+1.6+19=22.2
Tactical Withdrawal
After a successful melee attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing plus Major Damage of the same type. In addition, your allies within 4y can take a move maneuver.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Rapier Wit [5]; Buff (+300%) 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%); Accessibility: After a hit (-10%): Actual time is one use only (-5%); Daily (-40%); Command Power (-30%); Area of Effect 4y (+100%): Emanation (-20%); Selective Area (+20%);
Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%];
100*(1-0.3-0.4)=30.0
5*(1+3-0.2-0.4+0.2-0.2-0.3-0.3+1-0.2+0.2)=19
Full Cost: 1.6+1.6+19=22.2
Rank 6 Daily Powers [6]
Fearless Rescue
When one ally reaches 0HP within 5 yards, make a leadership check -4. If you succeed, that ally recovers 4HP, and you can make an instant attack or move and attack against the enemy that deals extra damage Swing damage of the same type as your weapon.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Melee (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Altered Time Rate [100]; Daily (-40%); Command Power (-30%); Only to take a wait (-40%); Duration is one use only (-45%);
[20]
Healing [30]; Emergencies Only (-30%); Injuries Only (-20%); Limited Use, 1/day (-40%); Ranged (+40%); Range 5y (-40%); Command Powers (-30%); Sense Based: Sight and Sound (-30%); Cannot restore crippled limbs (-10%); Malediction, Healing (0%); Cosmic: No cumulative penalty (+50%); Aspected: Recent Injuries Only (-20%); Reduced FP Cost 2 (+40%); Requires Gestures (-10%); Capped 2FP (-25%); Reflexive (+40%);
30*(1-0.3-0.2-0.4+0.4-0.4-0.3-0.3-0.1+0.5-0.2+0.4-0.1-0.25+0.4)=4.5 Min 30 *0.2=6
Full Cost: 1.6+20+6=27.6
Create Opportunity
After a successful ranged attack, make a leadership check. If you succeed, you deal extra damage of the same type as your weapon equal to your swing. In addition, for 6 seconds, any ally within 2 yards of the target when you attack it get to make a free attack.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up ranged (+40%); Command Power (-30%); Emergencies Only (-30%); Swing Only (+20%); 1/day (-40%);
8*(1-0.2-0.4+0.4-0.3-0.2+0.2-0.4)=0.8 Min 8*0.2=1.6
Affliction [10]; Buff (200%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/30 (-30%); Max Range 5 yards (-40%); Emergencies Only (-30%); Hearing Based (-20%); Area of Effect 2y (+50%); Selective Area (+20%); Persistent (+40%); Mobile Homing (+90%); Daily (-40%); Command Power (-30%); Linked (+10%); Accessibility: After hitting a ranged attack (-30%);
Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only for attack maneuver (-30%); Accessibility: After ally attacks (-20%);
100*(1-0.3-0.3-0.2)=20.0
10*(1+2-0.2-0.3-0.4-0.3-0.2+0.5+0.2+0.4+0.9-0.4-0.3+0.1-0.3)=27
Full Cost: 27+1.6=28.6
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]
Shake it Off
As a free action, you can make a leadership check to snap allies out of stun. Select one stunned ally +1 per margin of success on your leadership check. The affected radius is HT yards. Success gives your friends immediate Will rolls to recover from mental 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%); 1/scene (-20%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%);
5*(1-0.2+0.2-0.3-0.2-0.3)=1.0
Aid the Injured
As a ready action, you can make a Leadership check and pick you or an ally within 5 yards. If you succeed, the target can spend and 1-6 FP to recover twice that HP. This counts as them healing themselves.
Rapier Wit [5]; Buff (+210%) Short Range 2 (-20%); Max Range 5y (-40%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Command Power (-30%); Requires Complex Typical Ritual (-10%); Aspected: Combat Only and single target only (-40%); 1/scene (-20%); Requires Ready (-10%);
Healing [30]; based on HT, self (+20%); Self Only (+0%); Reduced Time 1 (+20%); Emergencies Only (-30%); Injuries Only (-20%); Cannot Restore Crippled Limbs (-10%); Cosmic: No Roll Required (+100%); Aspected: Recent Combat Injuries Only (-40%); Requires Gestures (-10%); Magic (-10%); Capped: 6FP (-15%); Sense Based: Hearing (-20%); Universal Penalties (-15%);
30*(1+0.2+0.2-0.3-0.2-0.1+1-0.4-0.1-0.1-0.15-0.2-0.15)=21
5*(1+2.1-0.2-0.4-0.2-0.3-0.2-0.3-0.1-0.4-0.1-0.1)=4
Defensive Rally/Strength of Conviction
As a ready action, you can make a Leadership check. If you succeed, you and a number of allies equal to your margin of success can spend and 1-6 FP to recover twice that HP. This counts as them healing themselves.
Rapier Wit [5]; Buff (+210%) Short Range 2 (-20%); Max Range 5y (-40%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Command Power (-30%); Requires Complex Typical Ritual (-10%); Aspected: Combat Only (-20%); 1/day (-40%); Requires Ready (-10%);
Healing [30]; based on HT, self (+20%); Self Only (+0%); Reduced Time 1 (+20%); Emergencies Only (-30%); Injuries Only (-20%); Cannot Restore Crippled Limbs (-10%); Cosmic: No Roll Required (+100%); Aspected: Recent Combat Injuries Only (-40%); Requires Gestures (-10%); Magic (-10%); Capped: 6FP (-15%); Sense Based: Hearing (-20%); Universal Penalties (-15%);
30*(1+0.2+0.2-0.3-0.2-0.1+1-0.4-0.1-0.1-0.15-0.2-0.15)=21
5*(1+2.1-0.2-0.4-0.2-0.3-0.2-0.3-0.1-0.2-0.4-0.1)=3.5
Repositioning Command
As a free action, grant all allies in 4 yards a free step.
Rapier Wit [5]; Buff (+75%) 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%); Actual time is one use only (-5%); 1/day (-40%); Command Power (-30%); Area of Effect 4y (+100%); Emanation (-20%); Selective Area (+20%);
Buff is Extra Attack [25]; Emergencies Only (-30%); Extra Step Only [-40%];
25*(1-0.3-0.4)=7.5
5*(1+0.75-0.2-0.4+0.2-0.2-0.3-0.2-0.05-0.4-0.3+1-0.2+0.2)=4.5
Adaptive Stratagem
As a free action, grant one ally a +3 bonus to his attack rolls for 1 second.
Rapier Wit [5]; Buff (+130%) 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%); Command Power (-30%);
Buff is Weapon Savant 3 [13]
5*(1+1.3-0.2-0.4+0.2-0.2-0.3-0.2-0.2-0.3)=3.5
Rub Some Dirt on it
If you or one ally within touching range is Reeling, as a Free Action, grant that character 10 Ablative DR for 1 minute.
Affliction [10]; Buff (100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: Only while target is Reeling (-40%); Emergencies Only (-30%); 1/scene (-20%); Command Power (-30%); Melee (-30%);
Buff is Ablative DR 10 [10]
10*(1+1-0.2-0.4-0.3-0.2-0.3-0.3)=3.0
Hasty Alert
As a free action, when you or your allies are Mentally Stunned due to Surprise, you can make a leadership check to snap yourself and your allies out of stun. Select one stunned ally +1 per margin of success on your leadership check. The affected radius is HT yards. Success gives your friends immediate Will rolls to recover from mental 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%); 1/Day (-40%); Based on IQ, Own Roll (+20%); Command Power (-30%); Vision Based; Revered (-20%); Emergencies Only (-30%); Reflexive (+40%); Accessibility: When you are mentally stunned (-10%);
5*(1-0.4+0.2-0.3-0.2-0.3+0.4-0.1)=1.5
Cunning Adjustment
After you hit, an enemy with an attack select one ally within 5 yards. That ally can take a free step and gains +2 on attack rolls against that target for 1 second.
Rapier Wit [5]; Buff (+95%) 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%); Accessibility: After a hit (-10%): Actual time is one use only (-5%);
Buff is Extra Attack [25]: Emergencies Only (-30%); Accessibility: Step (-50%);
25*(1-0.3-0.5)=5.0
And Weapon Savant 2 [9]; Emergencies Only (-30%); Accessibility: Only against the chosen target (-20%);
9*(1-0.3-0.2)=4.5
5+4.5=9.5
5*(1+0.95-0.2-0.4+0.2-0.2-0.3-0.2-0.1-0.05)=3.5
Tempting Target
You enter the Tempting Target stance for 1 minute. Until the stance ends, you and everyone within 2 yards is easy to hit: all attack rolls to target the area have +2.
Obscure 2 [4]; Reversed (+0%); Targeting (-20%); Daily (-40%); Command Power (-30%);
4*(1-0.2-0.4-0.3)=0.4 Min 1
Tactical Supervision
When an ally makes an attack roll, make a leadership check. If you succeed, that ally gains +4 to the attack roll.
Rapier Wit [5]; Buff (+119%) 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%); Actual Time is One Use Only (-5%); Accessibility: When an ally attacks (-10%); Command Power (-30%); 1/scene (-20%);
Buff is Weapon Savant 4 [17]; Emergencies Only (-30%);
17*(1-0.3)=11.9
5*(1+1.19-0.2-0.4+0.2-0.2-0.3-0.2-0.05-0.1-0.3-0.2)=2.2
Unintended Feint
When an ally misses an attack, make a leadership check. If you succeed, that ally can reroll.
Impulse Point [5]; Command Power (-30%);
5*(1-0.3)=3.5
Marked Revelation
Make a leadership check. If you succeed, all enemies within 4 yards are marked by an ally of your choice. This mark lasts for 1 second.
Obscure 2 [4]; Defensive (+50%); Anti-Targeting (-20%) Accessibility: doesn't protect one specific ally (-10%); Area of Effect 2 (+50%); 1/scene (-20%); Reduced Duration 1/60 (-30%); Command Power (-30%);
4*(1+0.5-0.2-0.1+0.5-0.2-0.3-0.3)=3.6
Instant Planning
Make a leadership check as a free action. For one second, each target gains the Instant Planning power.
Rapier Wit [5]; Instant Planning Power (+37%) 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%);
5*(1+0.37-0.2-0.4+0.2-0.2-0.3-0.2)=1.35
Instant Planning Power
You may choose one of the following bonuses. These bonuses last 1 second.
- +2 to Basic Move
- +2 to attack rolls
- +1 to all defenses, +2 to fright checks, +6 to mental stun checks.
+2 Basic Move [10]; 1/day with reduced time (-30%); Reduced Duration 1/60 (-30%); Emergencies Only (-30%);
10*0.2=2
Weapon Savant 2 [9]; 1/day with reduced time (-30%); Reduced Duration 1/60 (-30%); Emergencies Only (-30%);
9*0.2=1.8
Combat Reflexes [15]; 1/day with reduced time (-30%); Reduced Duration 1/60 (-30%); Emergencies Only (-30%);
15*0.2=3
3+(2/5)+(1.8/5)=3.76
Rank 2 Utility Powers [2]
Rousing Words
As a ready action, you can make a Leadership check and pick you or an ally within 5 yards. If you succeed, the target can spend any amount of FP to recover twice that HP. This counts as them healing themselves.
Rapier Wit [5]; Buff (+255%) Short Range 2 (-20%); Max Range 5y (-40%); Sense Based: Sight, reversed (-20%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Command Power (-30%); Requires Complex Typical Ritual (-10%); Aspected: Combat Only and single target only (-40%); 1/scene (-20%); Requires Ready (-10%);
Healing [30]; based on HT, self (+20%); Self Only (+0%); Reduced Time 1 (+20%); Emergencies Only (-30%); Injuries Only (-20%); Cannot Restore Crippled Limbs (-10%); Cosmic: No Roll Required (+100%); Aspected: Recent Combat Injuries Only (-40%); Requires Gestures (-10%); Magic (-10%); Sense Based: Hearing (-20%); Universal Penalties (-15%);
30*(1+0.2+0.2-0.3-0.2-0.1+1-0.4-0.1-0.1-0.2-0.15)=25.5
5*(1+2.55-0.2-0.4-0.2-0.3-0.2-0.3-0.1-0.4-0.1-0.1)=6.25
Polearm's Vault
Pre-Requisites: You must be wielding a polearm.
For one second, you gain a Fly speed equal to (basic move-4)x2.
Flight [30]; Emergencies Only (-30%); Temporary Disadvantage: -4 Basic Move (-20%); Reduced Duration 1/60 (-35%); Requires Weapon (-10%); 1/scene (-20%);
30*(1-0.3-0.2-0.35-0.1-0.2)=-4.5 Min 30*0.2=6
Form a line
Make a leadership check. If you succeed, designate an area on the ground within 5 yards that is a wall 6 yards long and 1 yard wide. Any of your allies in the wall are harder to hit, any attacks against anyone in the area are made at -4. The area lasts 10 seconds.
Obscure 4 [8]; Defensive (+50%); Ranged (+50%); Range is 4y (-40%); Wall (+30%); Anti-Targeting (-20%); 1/day (-40%); Command Powers (-30%);
8*(1+0.5+0.5-0.4+0.3-0.2-0.4-0.3)=8
Tactical Shift
When an ally you can see is attacked, make a Leadership Check. If you succeed, that ally gains a free move that he can use to get out of the area of the attack.
Rapier Wit [5]; Buff (+300%) 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%); Actual time is one use only (-5%); 1/day (-40%); Command Power (-30%); Only one target allowed (-20%); Accessibility: When an ally is attacked (-20%);
Buff is Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%];
5*(1+3-0.2-0.4+0.2-0.4-0.3-0.2-0.05-0.2-0.3-0.2-0.2)=8.75
Knights Move
As a free action, grant one ally a free move maneuver.
Rapier Wit [5]; Buff (+300%) 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%); Actual time is one use only (-5%); 1/scene (-20%); Command Power (-30%); Only one target (-35%);
Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%];
100*(1-0.3-0.4)=30.0
5*(1+3-0.2-0.4+0.2-0.2-0.3-0.2-0.05-0.2-0.3-0.35)=10.0
Rank 3 Utility Powers [3]
Back To Back
As a free action, you assume the back to back stance. While in this stance, whenever you are adjacent to an ally, you and that ally gain +1 to all attack rolls. The stance lasts one minute. You can have only one stance at a time.
Affliction [10]; Buff (50%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Emergencies Only (-30%); 1/day (-40%); Command Power (-30%); Only 1 stance at a time (-5%); Area Effect 2y (+50%); Melee Attack (-30%); Aura (+80%); Reduced Time 1 (-20%);
Buff is Weapon Savant 1 [5];
10*(1+0.5-0.2-0.3-0.4-0.3-0.05+0.5-0.3+0.8-0.2)=10.5
Quick Step
One ally within 5 yards gain +2 to Basic Move for 1 minute.
Affliction [10]; Buff (70%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Max Range 5 yards (-40%); Emergencies Only (-30%); Daily (-40%); Command Power (-30%);
Buff is +2 Basic Move [10]; Emergencies Only (-30%);
10*(1+0.7+1-0.2-0.4-0.3-0.4-0.3)=11
Anchor The Line
As a free action, make a leadership check. If you succeed, one ally +1 per margin of success that you can see gains a free action to stand up from prone.
Rapier Wit [5]; Buff (+300%) 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%); Actual time is one use only (-5%); 1/scene (-20%); Command Power (-30%);
Buff is Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%];
5*(1+3-0.2-0.4+0.2-0.2-0.3-0.2-0.05-0.2-0.3)=11.75
Reorient the Axis/Tactical Orders
As a free action, make a leadership check. If you succeed, one ally +1 per margin of success that you can see gains a free action to move.
Rapier Wit [5]; Buff (+300%) 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%); Actual time is one use only (-5%); 1/scene (-20%); Command Power (-30%);
Buff is Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%];
5*(1+3-0.2-0.4+0.2-0.2-0.3-0.2-0.05-0.2-0.3)=11.75
Rallying Deflection
Pre-requisites: You must be using a shield.
After a successful Block, make a leadership check. If you succeed, one ally +1 per margin of success that you can see gains a free action to take a move and attack maneuver with no penalties.
Rapier Wit [5]; Buff (+342%) 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%); Actual time is one use only (-5%); 1/scene (-20%); Command Power (-30%);
Buff is Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified action [-40%];
Move and attack with no penalties [6]; Emergencies only (-30%);
6*(1-0.3)=4.2
5*(1+3.42-0.2-0.4+0.2-0.2-0.3-0.2-0.05-0.2-0.3)=13.85
Rank 4 Utility Powers [4]
Get Down!
As a free action, make a leadership check. If you succeed, one ally +1 per margin of success that you can see gains a free action to move, and can make a stealth check to become hidden.
Rapier Wit [5]; Buff (+368%) 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%); Actual time is one use only (-5%); 1/scene (-20%); Command Power (-30%);
Buff is Buff is Altered Time Rate [100]; Emergencies Only (-30%); Only to do specified move and hide [-50%];
100*(1-0.3-0.5)=20.0
And Vanishing Act [8]; emergencies Only (-30%);
8*(1-0.3)=5.6
And +4 to stealth [16]; emergencies Only (-30%);
16*(1-0.3)=11.2
20+5.6+11.2=36.8
5*(1+3.68-0.2-0.4+0.2-0.2-0.3-0.2-0.05-0.2-0.3)=15.15
Rank 5 Utility Powers [5]
Heroic Effort (Warlod)
As long as you are Reeling (up to one minute); All allies with 8 yards gain +1d6 on all damage rolls.
Affliction [10]; Buff (96%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: Only while you're Reeling (-40%); Max Range 5 yards (-40%); Emergencies Only (-30%); Daily (-40%); Command Power (-30%); Aura (+80%); Melee (-30%); Area of Effect 8y (150%); Selective Area (+20%);
Buff is Innate Attack 1d6, any [8]; Emergencies Only (-30%); Follow-Up Universal (+50%);
8*(1-0.3+0.5)=9.6
10*(1+0.96-0.2-0.4-0.4-0.3-0.4-0.3+0.8-0.3+1.5+0.2)=21.6
Forward Observer
For 1 second, all allies ignore range up to -10 worth of range penalty to hit a target within your line of sight.
Obscure 10 [20]; Targeting (-20%); No Area Effect (-50%); Ranged (+50%); Cosmic, No Roll (+100%); Accessibility: Only to cancel range penalties (-50%); Emergencies Only (-30%);
20*(1-0.2-0.5+0.5+1-0.4-0.3)=22
Phalanx Formation
As a free action, you assume the Phalanx Formation stance. While in this stance, whenever you are adjacent to an ally, you and that ally gain +1 to active defenses, +2 on Fright Checks, and +6 to recover from mental stun. These effects stack with Combat Reflexes! The stance lasts one minute. You can have only one stance at a time.
Affliction [10]; Buff (150%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Emergencies Only (-30%); 1/day (-40%); Command Power (-30%); Only 1 stance at a time (-5%); Area Effect 2y (+50%); Melee Attack (-30%); Aura (+80%); Reduced Time 1 (-20%);
Buff is Combat Reflexes [15]; cumulative with actual combat reflexes, same as Call to Arms from Chevaliers and Commanders (Pyramid 3-122, pp 21)
10*(1+1.5-0.2-0.3-0.4-0.3-0.05+0.5-0.3+0.8-0.2)=20.5
Rank 6 Utility Powers [6]
Stand Tough
Make a Leadership check. If you succeed, you and all allies within 4 yards recover 8HP.
Healing [30]; Command Power (-30%); FP Cost reduced 4 (+80%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 4FP (-20%); Once per Day (-40%); Hearing and Vision based (-30%); Emergencies Only (-30%); Area of Effect 4y (+100%); Emanation (-20%); Selective Area (+20%);
30*(1-0.3+0.8-0.1-0.3-0.3-0.4-0.2-0.2+1-0.2+0.2)=30
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