Skip to content

Stunts

    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.

    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 StuntDescription
    Puissant CastingIncrease the Spellpower
    of your spell by 1 per the value of your Dragon die, to a maximum of 3.
    Skillful CastingReduce the mana cost of the
    spell by 1. This can reduce the mana cost to 0.
    Mighty SpellIf the spell does damage, one
    target of the spell of your choice takes an extra d6 damage.
    Mana ShieldYou 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 CastingAfter 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 SpellThe 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.

    Leave a Reply

    Your email address will not be published. Required fields are marked *