Stalker

A Dedicated Obsession

Delinquent Adept

“You can try to run if that makes this any easier for you.” 

~ Corsica DuScont, Requis Stalker

One of the first recorded Æthercite manifestations within the Holy City of Requiem is the ability to see glimpses of the future through Timespace. Some clairvoyants instead could reach through the Æther to latch on to a specific presence, feeling, or signal. These Awakened Stalkers were rumored to home in on their tethered “Portent” with unerring accuracy, able to slip themselves laterally through Timespace to alter their physical reality. As the Hybridization of the Delinquent and Adept Base Classes, the Stalker fits the role of the arcane hunter, dealing devastating bursts of Elemental Damage against unwitting victims and weaving through the Æther to move through Timespace. The trademark of a Stalker is the ability to teleport short distances, using arcane tracing powers to keep watch on their potential targets. A Stalker is a mystical, subversive ambusher that relies on carefully studying their prey to make concise moves through Timespace and deliver a deadly attack at the best opportunity.

Historically Speaking

Stalkers can trace their earliest history to the Armistician Incursion: a forty-two (42) year invasion and the siege of the Holy City of Requiem by the Armistician Emperor Legasi. This war predated even the Skyfall Prophecy. Arcane killers trained under the Croix Noire and Divine Eyes Sects were armed with powerful magicks and utilized to eliminate critical military leadership in the Empire’s invasion forces. The precision strikes of the Templarate Stalkers are primarily credited with bringing an end to the siege. The Halls of Valor recount the numerous slayings of Armistician generals and their most valuable legates within their chain of command during the war. To this day, Armisticians still hold the superstition that misplacing a cherished trinket is a death omen, a belief stemming from officers being assassinated by teams of mystic rogues that shifted their bodies through Timespace in the blink of an eye.

The Modern Stalker

Currently, Awakened Adepts driven to search for answers and secrets undoubtedly stumble across the methods of the Templarate Stalkers, and some utilize them for their own purposes. Young Stalkers find easy work for their talents in espionage and investigation. Some Stalkers instead turn to the Frontierlands, using their abilities to track and slay fantastic beasts. Modern Stalkers can always turn to a Company for contracted work, as they are flawless trackers, covert infiltrators, and expert researchers. A Stalker often seeks a long-term career in the role of a scientist, spy, or hunter. Unscrupulous Stalkers go to any lengths of horrible, unsavory actions to pursue their unwitting victims.

Class Features

The Stalker’s Class Features are built around inflicting bursts of Force Damage, tracking targets, and teleporting short distances. The Stalker Class benefits from having high Focus, Power, and Skill Attributes.

Vitals

Hit Points Per Rank: +6

Action Points Per Rank: +5

Equipment Training

Weapons: Æthercite Catalyst, Compound Lance, Light Melee, Omni Kit, Staff, Thrown

Armor: Cloth Armor, Light Armor, Energy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Stalker Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Arcana/Stealth

They gain a bonus to Class Ability Checks equivalent to half (½) of their Stalker Rank. An additional Class Ability from the following list is chosen at Stalker Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Apothicine, Culture, Electronics, Investigation, Perception

Stalker Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Stalkers gain the most benefit from a high Focus Attribute, enhancing multiple Class Features such as Blink, enhancing their Cast Attacks, providing a bonus to their pool of Action Points, allowing for more Action Slots, and increasing their Arcana, Electronics, and Engineering Ability Checks. Stalker players can also benefit from a high Skill Attribute, enhancing Class Features such as Sneak Attack and Blink, their Ranged Attacks, their Physical Armor, their effectiveness with Maneuvers, and increasing any Acrobatics, Drive, and Stealth Ability Checks. Stalker players can also benefit from a honed Power Attribute, enhancing Melee Attacks and Damage, and Ranged Attacks, enhancing Maneuvers, Initiative, Speed, and Inventory Space, and any Athletics, Acrobatics, Drive, and Stealth Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Focus (+2), Skill (+1), Will (+1)— Nightblade, Portent Tag

Rank Two (2). Pick (+1), Charm (+1)

Rank Three (3). Power (+1), Focus (+1)—Blink

Rank Four (4). Pick (+1), Grit (+1)

Rank Five (5). Power (+1), Skill (+1), Focus (+1)—Temporal Marker

Rank Six (6). Pick (+1), Charm (+1)

Rank Seven (7). Power (+1), Focus (+1)—Relapse

Rank Eight (8). Pick (+1), Grit (+1)

Rank Nine (9). Skill (+1), Will (+1)

Rank Ten (10). Focus (+2), Power (+1), Skill (+1), Charm (+1)—Phantom

Nightblade

Beginning at Stalker Rank One (1), the Stalker enchants their equipped Light Melee Weapon with a torrent of magick energy. As a Full Action, the Stalker empowers their weapon to perform a Force Burst on the following Standard Attack roll, in addition to any other effects of the Attack. Nightblade persists for the Stalker’s Effect Duration in minutes or until the Stalker’s next Melee Attack with the enchanted weapon. On the following Attack roll, the Light Melee weapon inflicts a Force Burst as extra damage on top of the typical damage of the Attack. If the Attack misses, the attempt is wasted, and the charged energy within the weapon dissipates. Successful Nightblade Attacks always inflict Sneak Attack Damage, even if the target is not vulnerable to Sneak Attacks. The Stalker can discharge a Nightblade Attack in tandem with any Heroics that includes a Melee Attack roll as a part of the action. Charging Nightblade expends a Daily Use of Force Burst. Daily Uses are only restored after an eight (8) hour Rest Period.

Portent Tag

Beginning at Stalker Rank One (1), the Stalker gains access to the following Ritual:

Tag Portent

Prerequisite: Stalker

Action Type: Ritual (2 hour)

As a Ritual at an Archive Link during Downtime, the Stalker spends one (1) hour marking a new living Character or creature as its Portent. To tag a Portent, the Stalker must have access to an Anchor, or object of familiarity, linking the Stalker to the desired target. This Anchor could be a photograph, recording, cherished possession, genetic sample, or any other object that provides an æthereal pathway between the Stalker and the intended quarry. Stalkers may use their private memories as an object of familiarity if they have a personal relationship with the target.

Once the Ritual is completed, the Stalker is able to receive a directional heading that directs them to their quarry at will. The Stalker gains a Precision Enhancement bonus equivalent to half (½) of their Focus Attribute to any Culture, Investigation, Perception, or Nature Checks made to locate their Portent. The Portent is considered Revealed and cannot hide or benefit from evasive effects such as stealth or the Invisibility Enhancement while within the Stalker’s Line of Sight. Only living biological Characters, NPCs, and creatures may be tagged as a Portent. Machines, equipment, objects, or devices are not suitable Portent candidates.

Blink

Beginning at Stalker Rank Three (3), the Stalker may instantly slip through Timespace to teleport a short distance. As a Move Action, the Stalker may instantly teleport to any space within a distance equivalent to their Skill Attribute. The Stalker may only teleport themselves, their equipment, and their inventory. They cannot transport large objects or other actors through Blink. Blink has a number of Daily Uses equivalent to half (½) of the Stalker’s Focus Attribute. Daily Uses are only restored after an eight (8) hour Rest Period.

Temporal Marker

Beginning at Stalker Rank Five (5), the Stalker may place a Temporal Marker as a destination beacon for teleportation. As a Standard Action, the Stalker can place a new Temporal Marker at their feet. By expending a Daily Use of Blink, the Stalker can choose to teleport back to the Temporal Marker’s location, regardless of the distance between the Stalker and the Temporal Marker. The Temporal Marker lasts until used or until a new Temporal Marker has been placed, destroying the previous Marker.

Relapse

Once at Stalker Rank Seven (7), in response to suffering Hit Point Damage from any source, the Stalker can expend a use of Blink as a Reaction to return to an active Temporal Marker. This action negates the damage that triggered the Reaction.

Phantom

As a Master Stalker, at Stalker Rank Ten (10), in response to landing a killing blow, the Stalker may perform the Blink Strike Heroic or return to their Temporal Marker as a Reaction.

Stalker Perks

Relentless Energy

Prerequisite: Nightblade

Your Nightblade no longer dissipates on a failed Attack, retaining its charge for further attempts. 

Divine Prey

Prerequisite: Nightblade

As a Ritual during a Rest Period, you may use your Anchor to Scry on your current Portent. 

Space Jumper

Prerequisite: Blink

Increase your Daily Uses of Blink to your Full Focus Attribute.

Temporal Network

Prerequisite: Temporal Marker

Increase the total number of Temporal Markers you can maintain at once to Half (½) of your Focus Attribute. 

Phase Shifter

Prerequisite: Relapse

Your Relapse no longer expends a Daily Use of Blink. 

Nightcrawler

Prerequisite: Phantom

Phantom is now a Free Action, triggered on any Killing Blow.

Stalker Heroics

Focus Portent

Prerequisite: Stalker(Rank 1) 

AP Cost: 10

Action Type: Exploring

As a part of Exploring, you can hone your Æthereal energies to obtain a directional heading on your current Portent.

Swift Nightblade

Prerequisite: Stalker(Rank 2) 

AP Cost: 20

Action Type: Rapid Action

You can charge your Nightblade Class Feature as a Rapid Action. 

Blink Strike

Prerequisite: Stalker(Rank 3) 

AP Cost: 30

Action Type: Blink

Range: Adjacent

As an Alternate Use of your Blink Class Feature, you can attempt a Melee Weapon Attack against an Adjacent Target immediately following your Teleportation. 

Thousand Talons

Prerequisite: Stalker(Rank 4) 

AP Cost: 40

Action Type: Nightblade

Effect Duration: Rounds

As an Alternate Use of your Nightblade Class Feature, you can channel a short-lived persistent charge within your Melee Weapon. Your Nightblade Damage applies to any successful Melee Weapon Attack for the Effect Duration.

Temporal Band

Prerequisite: Stalker(Rank 5) 

AP Cost: 50

Action Type: Ritual(One Hour)

As a Ritual at an Archive Link during a Rest Period, you can spend One(1) Hour crafting and installing a Temporal Band on an Adjacent Target, Compliant or otherwise. Of course, you can always select a Target with a Temporal Band as your Portent. Then, as a Full Action, you can destroy a Temporal Band to Teleport next to its wearer from anywhere through Timespace. 

Nighthawk

Prerequisite: Stalker(Rank 6) 

AP Cost: 60

Action Type: Blink

As an Alternate Use of your Blink Class Feature, you can attempt a Stealth Ability Check to Hide immediately following your Teleportation. Then, you exit Timespace with a plus Twenty(+20) Stealth bonus through the Invisibility Enhancement that persists as long as you remain Hidden. 

Phase Shift

Prerequisite: Stalker(Rank 7) 

AP Cost: 70

Action Type: Relapse

As an Alternate Use of your Relapse Class Feature, in addition to Negating the Damage against you, you also gain a free, immediate use of your Blink Class Feature in place of returning to your Temporal Marker. 

Dimensional Leap

Prerequisite: Stalker(Rank 8) 

AP Cost: 80

Action Type: Blink

As an Alternate Use of your Blink Class Feature, you can Teleport anywhere within your Line of Sight, regardless of the distance between you and your Targeted Space. 

Blink Assault

Prerequisite: Stalker(Rank 9) 

AP Cost: 90

Action Type: Full Action

Range: Adjacent/Blink

As a Full Action, you can attempt a number of Melee Weapon Attacks equal to Half(½) of your Skill Attribute against an Adjacent Target. In between each Attack, you can Teleport to a new Target as a Free Use of your Blink Class Feature before attempting your following Attack Roll. If successful, in addition to your normal Weapon Damage, your Target is vulnerable to a Sneak Attack. 

Phantom Blitz

Prerequisite: Stalker(Rank 10) 

AP Cost: 100

Action Type: Phantom

As a part of Phantom, if you score a Killing Blow with your Phantom Blink Strike, you can attempt an additional Free Blink Strike. Thus, you can chain Free Blink Strikes in this way until you fail to land a Killing Blow.