Game Ressources and Information.   Posted by Raybras.Group: 0
 GM, 2 posts
 The Storyteller
Sun 23 Dec 2018
at 14:44
Game Ressources and Information
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  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)

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 00:19, Mon 24 Dec 2018.

 GM, 3 posts
 The Storyteller
Sun 23 Dec 2018
at 14:50
Game Ressources and Information
Spell stunts

1-3 Puissant 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   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.)
 GM, 4 posts
 The Storyteller
Sun 23 Dec 2018
at 15:14
Game Ressources and Information
Exploration Stunts

1 Advantageous Positioning (Find an advantageous position within 2 yards of your discovery)

2 Efficient Search (Use half consumables, if any are used)
2 Speedy Search (Half time)

3 That makes me wonder (New Perception test, different focus. No extra time or resources. No new stunt points. Possibly find more info on location or object.)
3 The object of your Attention (+1 bonus to further tests to examine or perceive additional aspects)

4 The Upper Hand (If discovery leads to combat, +3 initiative)
4 Resources at Hand (Gain focus you don't have under the same ability of test you are making)
4 With a Flourish (+1 bonus opposed tests to those you impressed)
 GM, 5 posts
 The Storyteller
Sun 23 Dec 2018
at 15:24
Game Ressources and Information
Roleplaying Stunts

1 Bon Mot ( You tag the perfect witty remark onto the end of your action, affecting all those who hear it that much more deeply. If you can’t think of one, the rest of the players and GM quickly brainstorm options, and you choose among them. Word of your wit is likely to spread, for good or ill.)

2 And Another Thing ( You manage to weave a second thread of conversation into the primary interaction that called for the test, if your description supports it. If relevant, you may make an additional test as part of your action, before anyone else has a chance to respond or make any tests or arguments of their own.)

2 Sway the Crowd ( Your interpersonal efforts are so effective that they spill over onto others in the area, and you affect one additional person of your choice past the original target. You may use this stunt multiple times on the same roll. However, if the test that gave rise to this stunt was an opposed test you may not expand the effect to anyone who has a higher ability + focus total than the original target.)

3 Stunned Silence ( You are so impressive that you leave all those who witness your display completely dumbfounded and unable to speak for at least a full round. Outside combat this lasts, at the very least, long enough for your character to begin to do something else.)

3 Jest (You turn a phrase, twist your expression, or make some other comic motion that leads those nearby to laugh, or at the very least, stifle their snorts. Anyone nearby who wishes to avoid laughing must make a TN 11 Willpower(self-discipline) test, with the exception—at the GM’s discretion—of whomever you’ve made the butt of your joke.

4 Flirt ( Choose one character who’s present and immediately make an opposed Communications(seduction) vs. Willpower(self-discipline) test. If you win, that character becomes enamored with yours, assuming gender-preference compatibility. What exactly this means in the moment and how it might play out (or fall apart) in the long run are up to the GM (or the player, if this stunt targets a PC), and depend on how you continue to act, but if you’re successful, you’ve created an opening for romantic opportunities.)

4 Tower of Will (Your success gives you a sense of your own brilliance and strength of character. For the rest of the current roleplaying exchange you gain a +1 bonus to any opposed tests where an opponent tries to put you at an emotional disadvantage, such as by intimidating you, impressing you, bargaining with you, and so on.)

5 Enrage (You twist the knife, delivering a provocation or insult in such a way that a single target you designate must choose between either attacking you or storming away from the scene. If they choose to attack, the assault need not be deadly, although that option is open to the enraged character. A slap or the throwing of the gauntlet may stand in as an “attack” just as well.)