You are on page 1of 2
SAISE?’S STUNTS ROGUE STUNTS ‘When you rll doubles on a successful attack roll, you generate stunt points (SP) equal to the dragon die and can spend them to perform stunts. 3 Dixry Piotr: You throw dire or sand in your opponents fae, blinding them unci the sar of their next urn. Tey suffer a-2 penalty to Arcack until chey use a Minor Action to clear their vision, Briow rie Butt, You deliver swift unsportsmanlike kick to your opponent. Damage is per Improvised Weapon stats (16-1). ‘The opponent suffers a-2 penalty to Defence until the start of their next rurn. Friox Drarts You attack your opponent as normal, However the next time you are attacked you can choose to fall prone and 3. Feigndeath. Make a Communications (Deception) check vs. the opponent's Cunning (Healing) or Perception (Seeing) cheek. IF you succeed the opponent abandons their fight with you. If not, you are left prone, fou use brains over brawn for this attack. Use your Cunning sore instead of your Strength score to calculate damage. 2 3. Lermatrry 4 _Drapty Srarxrs You find gap in your opponents armout ina vital area. This attack is penetrating. 4 Evasion: Youmake an attack as normal. However the next time you are attacked you may rll your Dragon Die. On.a 6 you auco- matically dodge the tack. / DuAL WEAPON STUNT! ‘When you all doubles ona successful atack rol you generat stunt pins (SP) eye tothe dragon dea can spend them o perform stuns 3. Cripece: You strike a stinging blow at your opponent. They suffer a -1 penalty to Attack and Defence until the end of your next turn, 3 oat Sram: You as cue wih oth weapon Maka atc rll wc cach weapon: Youratsck may ager asigk enc OFF ‘enemies (They must be adjacent to you). Both attacks are made with a -I penalty. uroste: You atack with your min hands normal, The nex time you are attacked bythe arget of his stant you can make an 4 attack wth your secondary weapon. I'you hit you de damages nocna and the opponents stopped in thee racks with ther rack canceled Funny: Your blades are a flurry of movement. You strike at your enemy three times but take a penalty to each consecutive attack. ae eae ee eee ee oa ea eee fe ee ‘enemy prone, 6 Wuarwixo: You move asa blur through the battlefield. You can move up to half your movement speed (rounded down) and make an attack at each enemy you pass by. XL J ~ WEAPON AND SHIELD STUNTS ‘When you rll doubles on a successful attack roll, you generate stunt points (SP) equal to the dragon die and can spend them to perform stunts. Suttu Basis You attack with your shield for this artack instead of your weapon. The shield does ‘Improvised Weapon damage but 1 the attack knocks your foc to the ground. ‘Sup Post: You assaule your foe with weapon and shield, Your attack does normal damage but seuns your opponent meaning 3 they can only take a Minor Action on their turn. At the end of their curn they must make a Constituion(Stamina) check vs. TN 11 ‘or remain scanned unl the end oftheir next sar, Sunt Wau: Your attack sets you up for defence. Unel the end of your next eurn you gain +2 bonus to your Defence and if an 3 opponent tries knock you prone you may make a Constitution Stamina) check vs TN 11 co say on your feet. AssAUET: You may make up to 3 more attacks. The frst attack (After this one) suffers a1 penalty, the second suffers -2 penalty, and the thitd suffers 4 penal ARCHERY STUNTS ‘When you roll doubles on a successful attack roll, ou generate stunt points (SP) eaval to the dragon die and can spend them to perform stunts. PINNING SHOT: You aim forthe targets leg, pinning them to the ground. The atack deals normal damage but che carget cannot move until they take a Minor Action to remove the arrow. 3 Chirruine Suor: You aim fora particularly vulnerable parton the target. They suffer a1 penalty to atack or defence (Your choice) and must make a Consttution( Stamina) check s. TN 11 at the stare ofeach turn or continue to suffer the-1 penalty 4 Carvicat SHor: You bide your time and search fora chink in your opponents armour. Tis attack is penetrating. Annow oF SLAv1NGe Ie takesall your skill o pick our ths shot. You aim for che must vulnerable area on the targets body. This atack inflicts an extra 3D6 damage. TWO—HANDER STUNTS When you rll doubles en a successful attack roll, you generate stunt points (SP) equal to the dragon die and can spend them to perform stunts. oro = Powoiet Strike: You attack with the pommel of your weapon for this attack instead of your weapon. The attack does Improvised ‘Weapon damage (16-1) but aso knocks your foe prone. ‘Sruntne Blows: Your strikes are so powerful that they stun your opponcat. They can only take a Minor Action om heir sur. At the end oftheir cur they must make a Constiuion Stamina) check vs. TN 11 or remain stunned until the end oftheir nexe eur. 3. SUNDER ARws: You aim to hamper your foes chance to strike by targeting their limbs. The opponent suffers 2-1 penalty to theie attack fora number of rounds equal to your Strength score 3. SUNDER ARMOUR: You aim to break through your foes defences by rushing their armour. The opponent suffers a-1 penalty to their Armour Rating for a number of rounds equal to your Strength score. Two-Hnpep Swe: You swing your weapon ina vicious ae around you. You must roll to ie each additional eaget in range. Any 6 adjacent enemies must make a Constitution(Stamina) test vs TN 11 or be knocked prone. Roll once for damage. The attack deals half damage (rounded down) to each earget ie hits UNARMED STUNTS When you roll doubles on «successful attack roll, you generate stunt points (SP) equal to the dragon die and can spend them to perform stunts, T Gor Cuck: Your blow catches your opponene inthe gut doubling them over. They may only take a major action on thee nex ern, ‘Serr: You spe in your opponents fae causing them ro become temporarily disoriented. Until che start oftheir next eur they suffer -2penalty to Defence. Ixsune: You strike at che limbs of your opponent, aiming to crack or shatter bone. Your opponens sufers 2 eo their atack or def- 4 ence your choice) until ehe stare of their next eurn and must make a TN 11 Willpower (Self-Diseipline) check or they continue to suffer che 2 penalty. RESETS) attack your opponent as normal but follow up by catching chem in a tight lock. Any attack chat targets you 5 _inseead targets the grabbed opponent (using the opponenets Defence score in place of your own). Grabbed opponents must make an ‘opposed Strengeh( Might) check vs Strength( Might) to escape. Grabbed opponents can only take one action on their turn and suffer a-2penalty to Defence Koexours You catch your opponent perfeety, dropping them to the flor. The opponent is knocked out for a number of rounds 6 equal o your Strength. Every round afer the fist they must make a Constitution( Stamina) check with a TN equal to your initial arzack roll. The difficulty othe check decreases by 2 every round after che inieial check is made. e) MAGE STUNTS When you rll doubles ona succesful attack roll you generate stunt points (SP) equal to the dragon die andl can spend them to perform stunts oe oa Focused Macic: For each seune point spent on this seune you may add +1 to any d6 roll zo determine spell effectiveness «eg, Damage, healing, et: 3 Macic Stake: Ifdrawn into combat, ou may use your Magic score in place of your Strength to calculate damage. 4 Mana Buxsr: A wave of magical energy bursts out from you as you cast your spell. Anyone within 5 yards of you is knocked prone. Winrvr Srrtt: You focus your mind and channel your willpower into your spell. Add your Willpower score to any d6 rll to deter- 5 mine spel effectiveness eg. Damage, healing ee. 1 SPECIAL STUNTS Nor: These scunts may only be performed at atime when you would benefit fom the 2-on-I’ attack bonus. Disraaction: You or your ally taunts, threatens or otherwise gains your opponents attention. The other ally then makes an arcack as ‘per usual but has ll che time they want co pick cheie spot. The atack is penetrating, NOTE: The success ofthis attack is determined by the initial attack roll which generated the Stunt Points. You ae esentally forfeiting your attack to allow anally to areack with penetrating damage. 4 High-Low: Oneateacks high, the other low. Yourally rolls to attack simultaneously with you, Ifboth attack are sucessful you both calculate damage as normal and you knock your opponent end over end and prone. 4 BySteet & See Minor only) a che same target. The mage pays the mana cost as normal. 4 + You eal out roa mage aly co join your attack. The mage may then cast an offensive spel (casting time Major or Nort: None of the Special Stunts cause the back-up! player to lose any oftheir actions when their tusn comes THANKS I hope people enjoy these new stunts and that they cause far more fan than rules arguments. A huge thanks to everyone on the Green Ronin Forums for ther feedback. And of course an even bigger thank you to GR themselves forthe rules, and Bioware forthe setting, Enjoy!

You might also like