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COMBAT: Applies when doubles are rolled on any attack roll or Ability Test in combat,

but not initiative


1 Skirmish
You can move yourself or your target 2 yards in any direction for each
+
SP you spend
1 Rapid Reload You can immediately reload a missile weapon
1 Stay Aware Make a TN 11 Perception Test with a Focus of Choice. If you succeed,
the GM will either make you aware of a battlefield situation you didnt
notice before or give you a +1 to the very next Test you make
2 Knock Prone You knock your enemy Prone. Any character making a melee attack
against a Prone Target gains a +1 bonus to the attack
2 Defensive
Your attack sets up you defense. You gain a +2 on your DEF until the
Stance
beginning of your next turn
2 Disarm
You attempt to disarm your target with a melee attack. You and your
target make an opposed attack roll. If you win, you knock your enemies
weapon 1D6+STR in yards in any direction you choose
2 Mighty Blow Inflict an extra 1D6 of damage to your target
2 Pierce Armor The targets AR is halved (Rounded Down) vs. this attack
2 Taunt
You insult your target within 10 yards. Make an opposed Test of COM
(Provocation) vs. their WILL (Self-Discipline). If you win, your target
suffers a -1 penalty an all attack rolls and casting rolls on their next turn
2 Threaten
You strike in a threatening pose, challenging an opponent within 10
yards. Make an opposed Test of STR (Intimidation) vs. their WILL (SelfDiscipline). If you win, they must attack you in some way on their next
turn
3 Lightning
You can make a second attack against the same target or a different
Attack
one. They must be within range and sight. Rolling doubles on the
second attack will not yield any SP
3 Set Up
Pick an ally. That ally will gain a +2 bonus on their next Ability Test of
Choice on their next turn. This decision must be made before the dice
are rolled.
4 Dual Strike You hit two targets who are adjacent to you within 6 yards. You make
only 1 attack roll but roll damage separate for each target
5 Lethal Blow Inflict an additional 2D6 of Damage
ADVANCED COMBAT: Applies in combat like the above but only if you have the Combat
Tactics Talent
3 Bleed
Your target will take 2 points penetrating damage for a number of rounds
equal to your STR. You must successfully hit for this to apply
3 Stagger
Your target can only move 2 yards their next turn, any more and they will
fall prone if they fail a TN 13 STR (Might) test
4 Sunder
Your target takes a -2 AR. if they are not wearing armor, then it is invalid.
This can reduce armor to 0, but no lower and can be used multiple times
on the same target
4 Cripple
For one round, your target takes a -2 to their DEF and Speed and a -3 on
their next attack
4 Pommel
You attack with the butt of your weapon, not dealing damage but the
Strike
target is stunned and cannot only take a minor action for one round
6 Cleave
You deal an additional 3D6 of damage

MAGIC: Applies when making Casting Rolls, only available to Mystics


1- Powerful
Increase the Spellpower of the Spell by 1 per SP used to a max of 3
3 Casting
1- Arcane
For every SP spent, you can increase your AR by that number to a
5 Armor
maximum of 5 SP. This will not stack with any Armor worn
2 Skillful
Reduce the Magic Point cost of the Spell by 1 point. This can reduce it to
Casting
0
2 Mighty Spell If the spell does damage, then you deal an additional 1D6 of damage
3 Lasting Spell If the spell has a duration beyond instant, it remains in effect for twice
as long with no additional MP cost
3 Magic Shield Residual magic energies form a barrier granting a +2 to your DEF until
your next turn
4 Fast Casting After your first spell is resolved you can cast a second one. The second
spell must have a Major or Minor Casting Time and doubles will not
grant more SP
4 Imposing
Until the beginning of your next turn, anyone attempting to make a
Spell
melee attack against you must make a TN 10+your WILL Test of WILL
(Courage). Those who fail must take a Move or Defend action instead
4 Split Spell
If the Spell only affects 1 target, you can have it affect a second, so long
as it is within 6 yards of the first and within the Spells range. There is no
additional MP cost and both targets make their Test Separately
5 Disrupt
Your spell also disrupts another magical effect on the target. Roll an INT
Magic
(Arcana) Test vs. the Spellpower of the effect. Success removes the
effect. Doubles on this test do not generate SP
5 Lethal Spell If the spell does damage, deal an additional 2D6 of damage to one
target and 1D6 to all others (if the spell has a wider range)
ADVANCED MAGIC: Applies only to those with the Magic Mastery Talent
1 Arcane Acuity Your expertise in the magical arts aids you greatly. Make a TN 11 INT
(Arcana of choice) Test. Success means you either become aware of
some key magical detail of the current encounter or you gain a +1
bonus on your next magic related roll until the end of your next turn
2 Knock Prone
You knock your target prone, just like the Combat Stunt
2 Magic Surge
After casting the spell, you regain 1D6 in MP immediately
3 Penetrating
If the spell does damage, it becomes Penetrating, ignoring all armor
Spell
worn by the target
4 Strengthening The next spell you cast gets a +3 bonus on the casting roll
Spell
4 Masterful
Reduce the MP cost of the spell you are casting by 3 points, this can
Casting
reduce it to 0

PRIMAL MAGIC STUNTS: Applies only to those with the Primal Magic Talent
1 Immolation
Fire erupts from your body. It will deal no damage to you, but anyone
who gets within melee range will take 1d6+Willpower in damage. This
lasts until the end of your next turn
2 Thick Skin
For every 2SP you spend, you gain a +1 bonus to AR until the end of
+
your next turn
3 Exploding
Your attack explodes, dealing an extra +1d6 of damage to the initial
Spell
target then 1d6 damage to every other target within 4 yards from the
initial target
4- Lightning Arcs Arcs of lightning surge from your body and anyone within 2 yards of
6
you will take 3 points penetrating damage. This is a one-time effect.
For 6 SP you can increase the damage to 5 points
5 Primal Surge If the Spell does damage, then you and a number of allies equal to
your Willpower will regain 1d6 points of health. If the Spell Heals, then
add +1d6 to the roll
6 Primal
Your power knocks prone any target that fails a TN 13 Dexterity
Currents
(Acrobatics) Test and sends them flying 2 yards backwards. If they
pass, then they ore only moved back 1 yard.
EXPLORATION: Applies when exploring or looking for objects not in combat
1 Advantageous You make a discovery from an advantageous position of choice, up to
Positioning
2 yards away from the place that would normally lead to your
discovery with respect to the object of the Test. You can let the GM
describe what you have found before you decide. This can be taken
multiple times on the same Test of you have enough SP
2 Efficient Search If resources of any kind are typically consumed in the course of this
Test, you only use half as much as normal
2 Speedy Search You complete the search in half the time it would normally take
3 That Makes Me You can immediately make another Perception Test at no additional
Winder
cost in time or resources to find out more information on your
surroundings or the object of the Test. This must be taken with a
different Focus and Doubles do not yield any more SP
3 The Object of You receive a +1 on further Tests to examine or perceive additional
Your Attention aspect of the object of your Test until time or venue changes
4 The
Upper If your discoveries lead to combat within a moment or two, you
Hand
receive a +3 on your INTV Roll
4 Resources
at Choose a Focus you do not have that falls under the same Ability as
Hand
the Test you are making. You are considered to have that Focus until
time or venue changes
4 With a Flourish The manner of your success is impressive to those nearby. You have a
+1 bonus to opposed Tests against them until time or venue changes

ROLEPLAYING: Applies when interacting with other players or NPCs not in combat
1 Bon Mot
Your perfectly tagged witty remark will spread, for good or ill
2 And Another You manage to weave other topics of conversation before anyone can
Thing
respond. You can make an additional Test before anyone can argue or
respond in kind
2 Sway
the You can affect one person of choice past the initial target. You can use
Crowd
this multiple times on the same roll, however if the Test that gave rise
to this stunt was an opposed Test then it may not expand the affect and
anyone who has a higher Ability + Focus total than the original target
3 Stunned
You are so impressive that you leave everyone who witnesses your
Silence
display completely dumbfounded. This grants you time to do something
else
3 Jest
You turn a phrase, twist your expression, or make some comic motion
that makes people laugh. Anyone nearby who wishes to avoid laughing
must make a TN 11 WILL (Self-Discipline) Test. Those who fail laugh and
are now distracted
4 Flirt
COM (Seduction) vs. WILL (Self-Discipline) to begin a Romance. The
target is now enamored and this can be played out for better or worse
in-game
4 Tower of Will For the rest of the current exchange, you gain a +1 bonus on any
attempt to sway you or put you in an emotional disadvantage. Such as
intimidation, impressing you, or even bargaining
5 Enrage
You make one insult or comment that forces one target of choice to
either storm away or attack. The attack may not be deadly and can be a
slap to the face or the throwing of the gauntlet. Either way, the target is
now angry
INITIATIVE: Applies when doubles are rolled on Initiative, but no other time
1 Sudden Turn You can add +1 to your INTV for each Stunt Point spent
+ of Events
2 Surprise Blow You get a +1 bonus against an enemy that has not yet acted during this
round
2 Stay Hidden Immediately make a DEX (Stealth) test against all foes to stay in
cover/concealment until you act
3 Fast-Talker
You briefly convince your enemies you are not a threat. During the first
round of the Encounter, any enemy that targets you with an attack or
spell must make an opposed test of their WILL (Self-Discipline) vs. your
COM (Persuasion). Spells or effects that target multiple targets ignore
the effects of this stunt as long as another target is also affected
3 Quick
You can take a Minor Action before the Encounter begins

Reaction
4 Act First

You take first turn despite initiative order for the first round, then you
get dropped to your normal place afterwards
You can take a Major Action before the Encounter begins

5 LightningQuick
Reaction
6 No Hesitation You can take a full turn before the Encounter begins, then another turn
on your normal initiative time

DIVINE: Can be used like any other Stunt in Combat


1- Armor of Faith
You gain extra AR equal to the number of SP you spend; no more
3
than 3
1- Divine Sacrifice You sacrifice up to 5 Health to give DOUBLE that to an ally. 1 Health
5
per SP Spent
2 Divine Inspiration You or an ally gain a +2 bonus to all Willpower Tests for 1 minute
2 Overcome
You can ignore any Resistance to non-magical weapons a creature
Resistance
may have.
3 Divine Mercy
Any ongoing effects (Such as Poisons or Spells) are removed, but
you do not heal the damage taken
3 Shield of Faith
You gain a +2 bonus to Defense on your next turn
4 Divine Mantle
Select one target to challenge. For the encounter, you gain a +2
bonus to all attacks against that target. You can only have 1 Divine
Mantle active at a time
4 Divine Awe
All foes will suffer a -2 penalty on all tests relating to you until the
end of your next turn
5 Harold of Faith
If you were to take damage on your next turn, you can ignore up to
a number equal to your Constitution score
6 Divine Miracle
Your Deity will grant 1 Divine Blessing of your choice for later use. If
you do not use it within 24 hours, it goes away, unlike normal
Blessings

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