fighting stances

Fighting Stances:

Whenever a character gains a degree in a weapon style talent, they may also pick one of the corresponding stances.
A stance requires an activate action to use. Only one stance can be active at once. When you no longer wield the weapon(s) associated with the weapon style, the stance ends.
A character with at least a novice degree in his current weapon style can use the following stunt:

Shift Stance – 2 Stunt Points
You assume a stance. if you have a journeyman degree in your current weapon style, you can perform this stunt for 1 stunt point.

Archery Style stances:
Rapid shot:
While in this stance, you can fire a bow as a minor action, however, you take a -2 to attack rolls, when you fire a bow as a minor action, you do not generate stunt points.
Sniper stance:
While in this stance, you take no penalty for attacking at long range, but take a -2 penalty to defense against melee attacks.
Point blank shot:
While in this stance, you deal 1d6 extra damage to targets within short range, however, your short and long range are halved.
Defensive fire:
Creatures you hit with a bow take a -2 to attack rolls against you until the end of your next turn, however you deal -2 damage.
Thrill of the Hunt:
While in this stance, you gain 1 reserved stunt point every time you hit the enemy you start your turn closest to. However, you take a -2 penalty to attack rolls against enemies not closest to you at the start of your turn.

Dual Weapon Style stances:
Dual striking:
While in this stance, your attacks deal your dexterity in extra damage to enemies you have already hit with your other weapon during this round. However, .
Riposte stance:
Once per round, when a creature misses you with a melee attack while you are in this stance, you may immediately make an attack against it.
This attack deals half damage (rounded down) and does not generate stunt points, also you take a -4 penalty to speed.
Dervish stance:
While in this stance, whenever you generate stunt points, you gain one additional stunt point, however you take a -1 penalty to defense.
Dual weapon finesse:
While in this stance, you can use your dexterity ability instead of your strength ability as a bonus to damage, however, you take a -1 penalty to strength based tests.
Momentum stance:
While in this stance, you gain 1 reserved stunt point at the start of your turn, however, you take a -2 penalty to defense.

Single Weapon Style stances:
Lethality:
While in this stance, you can use your cunning ability instead of your strength ability as a bonus to damage, however, you take a -1 penalty to strength based tests.
Precise striking:
While in this stance, you gain + 1 to attack rolls, however you cannot charge.
Two-Handed grip:
While in this stance, you deal 2 damage but suffer -1 to defense and you do not have a hand free.
Threaten:
Any enemy you hit while in this stance must pass a Will(self-discipline) test vs. 10
strength or be forced to attack you on their next turn,
enemies threatened in this way have +1 on attack rolls against you.
Blindside:
While in this stance, you can use backstab against outnumbered targets that you start your turn next to. However, you do not gain the attack bonus for backstabbing.
Perfect Striking:
Whenever your attack roll exceeds the target’s defense by 4 or more, you gain one reserved stunt point. However, targets you miss gain a +2 bonus to their next attack roll against you.

Thrown Weapon Style stances:
Strong-arm stance:
Your short range is increased by your strength and your long range is increased by twice your strength, however you suffer -2 to defense against melee attacks.
Arching throw stance:
While in this stance, your attacks ignore light cover and take only -1 for heavy cover, but deal -1 damage.
Impaling stance:
While in this stance, your attacks reduce the target’s speed by 4 until the end of their next turn, but you cannot attack at long range.
Skirmisher’s stance:
While in this stance, you gain a +1 bonus to attack rolls when you move at least 6 yards towards your target on your turn, however, you suffer a -1 defense against targets you do not attack on your turn.
Takedown stance:
While in this stance, you gain one reserved stun point whenever you hit an enemy that moved away from you on its last turn. However, you take +2 damage from melee attacks.

Two-Hander Style stances:
Indomitable:
While in this stance, you cannot be knocked prone or skirmished against your will, however you take a -4 penalty to speed.
Reckless Swings:
When you hit while in this stance, you deal 1d6 extra damage. However, when you miss you take -4 to defense until the start of your next turn.
Destroyer stance:
While in this stance, your attacks reduce the target’s armor by 2 until the end of you next turn, resolve the damage before lowering the armor, however, you deal -2 damage.
Giant’s Reach:
While in this stance, creatures within 4 yards of you count as adjacent when you make attacks, however, you suffer a -2 penalty to attacks against creatures within 2 yards of you.
Death blow:
While in this stance, you gain 2 reserved stunt points whenever you use a two-handed weapon to kill an enemy, however, you cannot willingly move away from adjacent enemies on your turn and you cannot willingly move adjacent enemies away from you either.

Unarmed Style stances:
Wrestler’s stance:
While you are in this stance, enemies adjacent to you attempting to stand up must succeed on a opposed check dex(acrobatics) vs. your str(might) or remain prone, however you take -2 to speed.
Leaping Tiger:
While in this stance, you can charge at full speed and knock targets prone when you hit with a charge attack, however you take -2 to defense and must charge from at least 6 yards away.
Flowing River:
While in this stance, you also generate stunt points when you roll 3 consecutive numbers (e.g. 234 or 456) , 3 even numbers or 3 odd numbers, however you deal -1 damage.
Emerald Fist:
While in this stance, you can replace strength with willpower when dealing damage. However, you cannot charge
Rushing Gale:
Whenever you miss with an attack using reserved stunt points while in this stance, you lose HP instead of the reserved stunt points you declared.

Weapon and Shield style stances:
Shield Cover:
While in this stance you gain +2 defense against ranged attacks, but suffer -2 to speed.
Shield Wall:
While in this stance, your shield bonus counts as armor instead, you also take -1 to attack rolls.
Shielded Tactics:
While in this stance, you cannot be outnumbered, however you do not count towards outnumbering either.
Safeguard:
While in this stance, you gain a +2 to defense against attacks that would generate stunt points. However, you suffer a -2 to defense against attacks which don’t.
Invigorating Deflection:
While in this stance, you gain 1 reserved stunt point every time an attack misses you by an amount equal to or less than your shield bonus. However, you take +2 damage from attacks.

fighting stances

The Severed Reality Zenmah rolfsoldaat