Combat Stunts
Combat is more than two fighters taking turns whacking at each other. A good fight should be dynamic and feature a lot of movement and action. The rules described so far create a good framework but to that the game adds stunts to mix things up and make fighting a little more unpredictable. There are stunts for various types of action, but we’re going to start with Combat stunts as they are the most common and straightforward; we’ll get to Exploration and Roleplaying stunts shortly and GMs and players with Mage characters can find Magic stunts in the Magic chapter.
The stunt system is simple. If you make a successful attack roll and get doubles on any of the dice, you can perform a stunt in addition to dealing normal damage.
Rules, as written, would award you points based on your Dragon die to buy stunts from a chart based on assigned point values.
However, this leaves a lot to chance and removes player agency, in favor of random chance which I feel is a poor gameplay experience. So instead, what we’re going to do is that if any player rolls double on a combat roll, they can choose any stunt from the Combat Stunts table below.
Initially, all characters choose from the same list of stunts, but as characters gain levels they get access to new stunts. These details can be found in each class’s description.
You can only perform a given stunt once in a round. The only exception to this rule is the Skirmish stunt, which can be used multiple times as long as you have enough stunt points.
Once you have decided on what stunts you want to use, you can narrate how your character pulled them off. You can perform the stunts in any order you choose.
The stunts on the Combat Stunts table can be used by any character. Additional stunts and monster descriptions can be found in class.
Combat Stunt | Description |
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Skirmish | You can move yourself or the target of your attack 2 yards in any direction multiplied by the value of your Dragon Die |
Rapid Reload | You can immediately reload a missile weapon. |
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. |
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. |
Defensive Stance | Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn. |
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. |
Mighty Blow | You inflict an extra 1d6 damage on your attack. |
Pierce Armor | You find a gap in your enemy’s armor. Their armor rating is halved (rounded down) vs. this attack. |
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. |
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. |
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. |
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 chose which ability test to use this bonus on before they roll the dice for it. |
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. |
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. |
Lethal Blow | You inflict an extra 2d6 damage on your attack. |
Spell Stunts
Each spell has a standard effect, but if you do an exceptional job casting it you can manipulate the mana to get even more impressive results. This is known as a spell stunt.
If you make a successful casting roll and get doubles on any of the dice, you can perform a spell stunt in addition to the spell’s normal effect. Initially, all mages choose from the same list of spell stunts, but as they gain levels they get access to new stunts and may use standard ones for fewer stunt points.
Once you have decided on what spell stunt you want to use, you can narrate their effects. You can only perform a given spell stunt once in a round. The spell stunts on the Standard Spell Stunts Table can be used by any character.
Spell Stunt | Description |
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Puissant Casting | Increase the Spellpower of your spell by 1 per the value of your Dragon die, to a maximum of 3. |
Skillful Casting | Reduce the mana cost of the spell by 1. This can reduce the mana cost to 0. |
Mighty Spell | If the spell does damage, one target of the spell of your choice takes an extra d6 damage. |
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. |
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 an additional stunt. |
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. |