Escolar Documentos
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Cultura Documentos
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