Stunt Charts

Combat Stunt Points


Stunt Points Name Stunt Description
1+ Skirmish You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend.
1 Rapid Reload You can immediately reload a missile weapon.
1 Stay Aware You take a moment to make sure you’re mindful of everything that’s happening around you. Make a TN 11 Perception test with the focus of your choice. If you succeed, the GM may either make you aware of some battlefield situation that has so far escaped your notice, or give you a +1 bonus to the next test you make. This bonus can never stack with any other test bonus other than from a focus, must be used on the very next test you make (even if you’re the defender in an opposed test), and expires at the end of your next turn even if you haven’t used it by then.
2 Knock Prone You knock your enemy prone. Any character making a melee attack against a prone foe gains +1 bonus on the attack roll. Prone characters cannot Run and must use a Move action to stand up.
2 Defensive Stance Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn.
2 Disarm You attempt to disarm the target with your melee attack. You and your opponent must make an opposed attack roll. These attack rolls do not generate stunt points. If you win the test, you knock your enemy’s weapon 1d6 + Strength yards away in a direction you nominate.
2 Envenom The toxins on your blade pump through your opponent’s body and do their deadly work. Your enemy immediately suffers the basic damage and additional effects of your poison. Remember that the basic damage from poisons is penetrating damage.
2 Mighty Blow You inflict an extra 1d6 damage on your attack.
2 Pierce Armor You find a chink in your enemy’s armor. Their armor rating is halved (rounded down) vs. this attack.
2 Taunt You insult or distract one opponent of your choice within 10 yards of you. You must make an opposed test of your Communication (Deception) vs. the target’s Willpower (Self-Discipline). If you win, the target suffers a –1 penalty on attack rolls and casting rolls on their next turn.
2 Threaten You strike a threatening pose, challenging an opponent of your choice within 10 yards of you. You must make an opposed test of your Strength (Intimidate) vs. the target’s Willpower (Self-Discipline). If you win, they must attack you in some way (melee, missile, spell, etc.) on their next turn.
3 Kaboom! Your attack detonates either a grenade held by your target or carried by your target. (“Held” means “prepared to throw”; “carried” means “stowed somewhere on their person.”) If your target has the Poison-Making talent, their carried grenades may not be chosen. Held grenades must always be chosen before carried grenades, if both are legal targets. If carried grenades are targeted and multiple grenades are being carried, the GM randomly determines the exploding grenade among them. The detonated grenade inflicts its full damage on your target and anyone else within 2 yards of them. Be aware that if you inflict this stunt on a melee attack, you are within 2 yards of the exploding grenade, unless you also Skirmish!
3 Lightning Attack You can make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon to make a ranged attack. If you roll doubles on this attack roll, you do not get any more stunt points.
3 Set Up You create an opening an ally can exploit. Pick an ally you can perceive. On their next turn, that ally receives a +2 bonus on the ability test of their choice. The ally must choose which ability test to use this bonus on before they roll the dice for it.
4 Dual Strike Your attack is so strong it affects two targets. First, pick a secondary target. They must be adjacent to you if you are using a melee weapon or within 6 yards of your primary target if you are using a missile weapon. Apply the test result of your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both opponents). If you hit the secondary target, inflict your normal damage on them.
4 Seize the Initiative Your attack changes the tempo of the battle. You move to the top of the initiative order. This means you may get to take another turn before some of the combatants get to act again. You remain at the top of the order until someone else seizes the initiative
5 Lethal Blow You inflict an extra 2d6 damage on your attack

Standard Spell Stunts






Stunt Points Name Stunt Description
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 mana cost of the spell by 1. This can reduce the mana 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 Mana Shield You use the residual mana of the spell casting to set up a temporary protective shield. You gain a +2 bonus to Defense until the beginning of your next turn.
4 Fast Casting After you resolve this spell, you can 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 The effect of the 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 Magic ability. Those who fail must take a move or defend action instead.

Advanced Spell Stunts






Stunt Points Name Stunt Description
1 Arcane Acuity Your expertise in the magical arts assists you. Make a TN 11 Magic test using the focus of your choice. If you succeed, you either become aware of some key magical detail of the current encounter or else gain a +1 bonus on your next magic-related test, up until the end of your next turn.
1 Arcane Advantage The target of the spell suffers a –1 penalty to resist your next spell until the end of your next turn.
1+ Staggering Spell If the spell does damage, you can move the target 2 yards in any direction for each 1 SP you spend.
1+ Arcane Armor Channeling residual mana from your spellcasting, you create a protective field around you, gaining an Armor Rating equal to the SP spent until the beginning of your next turn.
3 Lasting Spell If the spell has a duration beyond instantaneous, it is extended to twice the original duration with no additional mana cost. So rock armor, for example, lasts an additional hour, glyph of paralysis lasts 2d3 rounds, and so forth.
4 Mana surge Immediately after casting the spell, regain 1d6 mana.
4 Masterful Casting Reduce the mana cost of the spell cast by 2. This can reduce mana cost to 0.
4 Split Spell If the spell affects only one target, you can have it affect two, so long as the second target is within the spell’s range and no more than 6 yards from the original target. There is no additional mana cost. Targets test against the spell separately.
5 Disrupt Magic In addition to its normal effects, your spell is so powerful that it may disrupt another magical effect on the target; roll an immediate test of your Magic (Spirit) vs. the Spellpower of any one effect on the target. Success removes the effect, while failure has no additional effect (beyond the normal effect of your spell). Doubles on this test do not generate additional stunt points.
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.
6 Penetrating spell If the spell does damage, all of its damage this round becomes penetrating damage, ignoring the target’s armor rating.

Advanced Creation Spell Stunts






Stunt Points Name Stunt Description
1 Strengthening Spell One ally within two yards of you gains a +1 bonus to Strength until the beginning of your next turn.
1 Quickening Spell One ally within two yards of you gains a +1 bonus to Dexterity until the beginning of your next turn.
1+ Bolstering Spell You or one ally within two yards of you with greater than 0 Health recovers one Health for each SP spent.
2 Sustaining Spell An ally within 10 yards currently at 0 Health doesn’t count this round when determining how many rounds he can survive with 0 Health.
3 Empowering Spell You gain +1 Spellpower on the next spell you cast before the end of your next turn.

Advanced Entropy Spell Stunts






Stunt Points Name Stunt Description
1 Consuming Hunger If a character within 10 yards of you dies this round, you recover 1d6 mana. Note this only recovers mana you have spent; it doesn’t give you bonus mana above your normal maximum.
2 Minor Curse The target of your spell suffers a –1 penalty to Defense until the beginning of your next turn.
2 Leaden Feet The target of your spell is briefly drained of vitality. The target suffers a –1 penalty to Speed until the beginning of your next turn.
3+ Entropic Blessing The target of the spell loses 1 Health and you are healed for the same amount. Note this only heals damage you have suffered; it doesn’t give you bonus Health above your normal maximum. If you have enough stunt points to spend, you can use this stunt twice on your turn.

Advanced Primal Spell Stunts






Stunt Points Name Stunt Description
2 Dazzling Spell In addition to other effects, the target of your spell is at a –1 penalty for all tests involving vision (including attacks) until the start of your next turn.
3 Immolation The magic you use causes you to burst into flame. It causes you no harm, but until the beginning of your next turn anyone who comes into contact with you or attacks you in melee takes 1d6+1 damage.
3 Thick Skin Your skin hardens briefly and adds 1 to your Armor Rating until the beginning of your next turn. This stunt has no effect if you are affected by a spell that raises your Armor Rating.
4 Lightning Arcs Electricity arcs from your body, inflicting 2 points of penetrating energy damage to any foes within 2 yards.

Advanced Spirit Spell Stunts






Stunt Points Name Stunt Description
1+ Spirit Shield You shape excess mana to protect you. Until the beginning of your next turn, any spell stunt (helpful or harmful) that costs up to the number of SP you spent to activate energy shield has no effect on you. If it’s a spell stunt that affects multiple targets, you are not affected but others are as normal.
2 Knock Prone You knock the target of your spell prone. Any character making a melee attack against a prone foe gains +1 bonus on the attack roll.
3+ Enervating Spell If the target of this spell has a mana rating, that character loses 1 mana point. If you have enough stunt points to spend, you can use this stunt twice on your turn.

Exploration Stunts






Stunt Points Name Stunt Description
1 Advantageous Positioning You make your discovery from an advantageous position of your choice. That position, however, can’t be more than 2 yards away from the place that would normally lead to your discovery. You may wait until the GM describes what you’ve found, if relevant, before you choose.
2 Efficient Search If resources of any kind are typically consumed in the course of your test, you use only half as much as would be normal.
2 Speedy Search You complete your test in half the time it would otherwise take.
3 That Makes Me Wonder You may immediately make another PerCePtion test, at no additional cost in time
or resources, to discover more information about your surroundings, or the object of your test. This bonus test must use a different focus from the first test, however, and doubles on this bonus test do not give rise to
stunt points. The two tests are assumed to transpire simultaneously, not one after the other. If there is nothing additional to discover the stunt is wasted, but the GM will not prevent you from choosing this stunt even when there is nothing additional to learn.
3 The Object of Your Attention You receive a +1 bonus to further tests to examine or perceive additional aspects of the object of your test until the time or venue changes.
4 The Upper Hand If your discoveries lead to combat within a moment or two you receive a +3 bonus on your initiative roll.
4 Resources at Hand Choose a focus that you don’t have, that falls under the same ability as the test you’re making. You are considered to have that focus until the time or venue changes. The GM may require you to explain how this bonus arises from the environment and deny it if you can’t make a reasonable suggestion.
4 With a Flourish The manner of your success is impressive to those who are nearby to watch you. You have a +1 bonus to opposed tests against them until the time or venue changes.

Roleplaying Stunts






Stunt Points Name Stunt Description
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.

Stunt Charts

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