Stunt Tables

The Stunt System

When you roll doubles on a successful test, you generate stunt points (SP) equal to the value on the Dragon Die. Spend these points immediately on stunts from the appropriate table.

Combat Stunts

SP Stunt Effect
1+ Skirmish Move up to 2 yards without provoking free attacks.
1+ Rapid Reload Reload a missile weapon as a free action.
2 Knock Prone Knock your enemy prone. Standing up requires a minor action.
2 Defensive Stance Gain +2 to Defense until the start of your next turn.
2 Disarm Knock your enemy's weapon from their grasp. It lands 1d6 yards away.
2 Mighty Blow Inflict an extra 1d6 damage on your attack.
3 Lightning Attack Make a second attack against the same or different enemy (no SP).
3 Threaten Make an opposed test vs. target's Willpower. Success gives -1 to their attacks.
4 Dual Strike Attack two different enemies within reach (no SP on second attack).
4 Pierce Armor Halve the target's Armor Rating (rounded down) for this attack.
5 Lethal Blow Inflict an extra 2d6 damage on your attack.

Spell Stunts

SP Stunt Effect
1-3 Puissant Casting Increase Spellpower by 1 per SP spent (max 3).
2 Skillful Casting Reduce the mana cost of the spell by 1 (minimum 1).
2 Mighty Spell If the spell does damage, add +1d6 to the damage.
3 Mana Shield Gain +2 to Defense until the start of your next turn.
3 Fast Casting Cast another spell as a free action (costs normal mana, no SP).
4 Imposing Spell Targets get -2 to resist the spell.
5 Lethal Spell If the spell does damage, add +2d6 to the damage.

Exploration Stunts

SP Stunt Effect
1 Advantageous Positioning Gain +1 to your next test related to this action.
2 Efficient Action Complete the task in half the normal time.
2 Speedy Search Make another Perception test as a free action.
3 That Makes Me Wonder Ask the GM one yes/no question about the situation.
4 The Upper Hand Gain +2 to your next test or give an ally +2 to their next test.
5 Resources at Hand Find a useful item or resource in the environment.

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