Stunts







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Combat Stunts

SPStunt
1+Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend
1Rapid Reload: You can immediately reload a missile weapon.
1Stay 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.
2Envenom: 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.
2Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +1 bonus on the attack roll.
2Defensive Stance: Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn.
2Disarm: You knock your enemy’s weapon 1d6 + Strength yards away in a direction you nominate.
2Mighty Blow You inflict an extra 1d6 damage on your attack.
2Pierce Armor: You find a chink in your enemy’s armor. His armor rating is halved (rounded down) vs. this attack.
2Taunt: 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 his next turn.
2Threaten: 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, he must attack you in some way (melee, missile, spell, etc.) on his next turn.
3Lightning 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.
3Spirit Bane: A character without a magic weapon can inflict normal weapon on a incorporeal creature (such as Shades from the Fade) but substitutes Magic for Strength to determine damage.
4Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He 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 him.
4Seize 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.
5Lethal Blow: You inflict an extra 2d6 damage on your attack.

Stunts

Into the Darkness GMJJ