Game Information and Resources.   Posted by Gamemaster.Group: 0
Gamemaster
 GM, 3 posts
Sat 10 Nov 2018
at 19:57
Game Information and Resources
This is a place for in game information.
Gamemaster
 GM, 5 posts
Sat 10 Nov 2018
at 23:17
Game Information and Resources
Combat Stunts

1+ Skirmish (move after your attack, 2 yards per SP)
1  Rapid Reload (immediately reload a missile weapon)
1  Stay Aware (Awareness of surrounding combat)

2  Knock Prone
2  Defensive Stance (+2 defense)
2  Disarm (opposed attack rolls)
2  Envemon (target affected by your poison, if possessed)
2  Mighty Blow (+1d6 damage)
2  Pierce Armor (armor rating is halved)
2  Taunt (insult or distract opponent, Deception vs Self-Discipline, -1 attacks)
2  Threaten (Intimidate vs Self-Discipline, to invoke attack)

3  Lightning Attack (make a second attack)
3  Set up (ally gain +2 on next ability rest)

4  Dual Strike (Hit a second target in addition to the first)
4  Seize the Initiative (move to top of initiative order)

5  Lethal Blow (+2d6 damage)

This message was last edited by the GM at 23:37, Sat 10 Nov 2018.

Gamemaster
 GM, 6 posts
Sat 10 Nov 2018
at 23:35
Game Information and Resources
Spell stunts

1-3 Powerful Casting (Increase the Spellpower of your spell by 1 per stunt point spent, to a maximum of 3.)

2   Skillful Casting (Reduce the magic point cost of the spell by 1. This can reduce the MP cost to 0.)
2   Mighty Spell (If the spell does damage, one target of the spell of your choice takes an extra d6 damage.)

3   Lasting Spell (effect is twice as long with no additional MP cost.)
3   Magic Shield (gain a +2 bonus to Defense until the beginning of your next turn.

4   Fast Casting (immediately cast another spell. The second spell must have a casting
time of a major action or a minor action. If you roll doubles on this casting roll, you do not get any more stunt points.)
4   Imposing Spell (spell is much more dramatic than usual. Until the beginning of your next turn, anyone attempting to make a melee attack against you must make a successful Willpower (Courage) test. The target number (TN) is 10 + your Willpower ability. Those who fail must take a move or Defend action instead.)
4   Split Spell (affects an additional target, so long as the second target is within the spellís range and no more than 6 yards from the original target.)

5   Disrupt Magic (spell is so powerful that it may disrupt another magical effect
(such as a spell) on the target. Roll an immediate test of your Intelligence (Power Arcana) vs. the Spellpower of any one effect on the target. Success removes the effect.)
5   Lethal Spell (If the spell does damage, one target of the spell takes an extra 2d6 damage. Alternately, all targets of the spell take an additional 1d6 damage.)

This message was last edited by the GM at 23:37, Sat 10 Nov 2018.