style stunts

Style specific stunt system:

This system adds stunts which can only be use while in a specific weapon style, these stunts require training in the associated weapon style. Warriors can pick one of these stunts every time they gain a rank in the associated weapon style, rogues gain both stunts.

Archery style stunts:
Novice:

Pinning shot, 2 SP:
The target is pinned to the ground and cannot move from his current space until it succeeds on a Str(might) test vs. 10+perception as a minor action.

Scattershot, 3 SP:
All creatures adjacent to the target take 2d6 damage.

Journeyman:

Crippling shot, 3 SP:
The target takes a -2 penalty to attack and defense until the end of your next turn.

Hail of arrows, 4 SP:
You can make an attack against a number of enemies within 6 yards of the target equal to your dexterity modifier, these attacks do not generate stunt points. You do not need to spend actions to reload in between attacks, but you do spend one piece of ammunition per attack. Do not add your perception ability to the damage done with these attacks.

Master:

Archer’s lance, 5 SP:
The attack affects all creatures in a line with a length equal to your short range. The line starts at the primary target and must point away from you. Apply the original attack roll to all new targets. The damage done to the primary target is penetrating.

Arrow of slaying, 6 SP:
The attack deals penetrating damage. The target must make a con(stamina) test vs. 10+dexterity, on a failure, the damage done by this attack equals 5xPerception.

Dual weapon style stunts:
Novice:

Riposte, 2 SP:
You gain a +2 bonus to defense against the target’s melee attacks during its next turn. If the target misses you with a melee attack during its next turn, you can make an attack with your off-hand weapon against it, this attack does not generate stunt points.

Lacerate, 3 SP:
The target takes 1d6 penetrating damage at the start of its turn until it succeeds on a con(stamina) vs. 10+cunning at the end of its turn.

Journeyman:

Flurry, 4 SP:
Make two more attacks against the target (off-hand, main) , if the first attack hits, the second attack deals penetrating damage.

Dual weapon sweep, 5 SP:
The attack affects another target that is adjacent to you and the primary target, apply the original attack roll. Then make another attack with your off-hand weapon against the same targets, make one attack roll and apply it to both targets. This attack does not generate stunt points and you do not add your strength modifier to the damage roll.

Master:

Whirlwind, 6 SP:
The attack affects all creatures adjacent to you, apply the original attack roll to all targets. Then make an attack with your off-hand weapon against all creatures adjacent to you, make one attack roll and apply it to all targets, this attack does not generate stunt points. Don’t add your strength modifier to the damage of either attack.

Endless flurry, 5 SP:
You attack the target again and again, you can keep making attacks against the target until you miss. Alternate weapons after each attack, every attack deals a stacking -1 damage. None of these attacks generate stunt points.

Single weapon style stunts:
Novice:

Heartseeker, 2 SP:
The target takes extra damage equal to your cunning ability.

True strike, 1-3 SP:
You gain a bonus to the attack roll of this attack equal to the amount of SP spent.
Note: you can only use this stunt before making the attack by using reserved stunt points.

Journeyman:

Dirty Fighting, 3 SP:
The target loses a minor action on its next turn, in addition, it must succeed on a con(stamina) test vs. 10+cunning or also lose a major action on its next turn and take a -2 penalty to defense until the start of your next turn.

Assault, 4 SP:
Make three more attacks against the target, each subsequent attack deals a stacking -1 damage.

Master:

Critical strike, 5 SP:
This attack deals penetrating damage equal to half the target’s current HP, to a maximum of 5xstrength or dexterity.

Massacre, 6 SP:
Move up to your speed, the attack affects a number of targets adjacent to you during the move up to your dexterity. Use the original attack roll and apply it to all targets.

Thrown weapon style stunts:
Novice:

Fetch, 2 SP:
A willing ally within 6 Yards of you may move up to its speed towards the target, if the ally ends this move adjacent to the target, the throwing weapon is returned to your hand.

Impale, 3 SP:
The target becomes stuck to a creature adjacent to it and can only move to spaces adjacent to the creature it is stuck to until the start of your next turn, the creature it became stuck to can only move to spaces adjacent the target until the start of your next turn.

Journeyman:

Hurling rush, 4 SP:
You may draw a weapon and then make a charge attack against the target with a maximum distance equal to your long range, this charge does not generate stunt points.

Lancing throw, 5 SP:
The attack affects all creatures in a line with a length equal to your long range, the line starts at you and must include the original target. Apply the original attack roll to all targets.

Master:

To the face, 5 SP:
The target is hit square in the face. The attack deals penetrating damage unless the target is wearing a full helmet. The target is knocked prone and must succeed on a con(stamina) test vs. 10+strength or lose a major action on its next turn.

Meteor strike, 6 SP:
The attack also affects all creatures adjacent to the target, Apply the original attack roll to all targets. All targets hit are knocked prone.

Two hander style stunts:
Novice:

Pommel strike, 2 SP:
This attack deals 1d6+strength damage, the target is knocked prone and must succeed on a con(stamina) test vs. 10+strength or lose a major action on its next turn.

Sweeping strike, 3 SP:
All creatures adjacent to the target except you take 1d6+strength damage.

Journeyman:

Sunder, 4 SP:
The target takes a penalty to attack rolls and armor (after your damage) until the end of your next turn, this penalty equals half your strength modifier (rounded down).

Scythe, 5 SP:
Make a charge attack against a different target at full speed. If this attack hits, all enemies adjacent to you during the charge take 1d6+strength damage. You can move trough creatures during the charge. This charge does not generate stunt points.

Master:

Onslaught, 6 SP:
This attack also affects another creature adjacent to you and the target, apply the original attack roll to both targets. Then make 2 more attacks against the main target, these attacks also affect an additional creature that is adjacent to both you and the main target, make one attack roll per attack and apply it to both targets. These attacks have a stacking -1 penalty to the attack roll and do not generate stunt points.

Two-handed sweep, 6 SP:
The attack affects all creatures adjacent to you, apply the original attack roll to all targets. All targets hit are knocked prone.

Unarmed style stunts:
Novice:

Grapple, 2 SP:
Instead of dealing damage, you grab the target. The target cannot move away and takes a -2 penalty to defense and attack rolls until it succeeds on a str(might) or dex(acrobatic) test vs your str(might) as a minor action.

Journeyman:

Counter hold, 4 SP:
You gain a +2 bonus against melee attacks until the end of your next turn. Whenever an enemy misses you with a melee attack before the start of your next turn, you can move it 4 yards to a space adjacent to you and knock it prone.

Master:
note: The master stunt you can use depends on what stance you are currently in.

Wrestler’s stance:
Power Bomb, 6 SP:
The attack deals penetrating damage and the target is knocked prone, the target cannot take major actions until it stands up.

Leaping tiger:
Prowling Beast, 6 SP:
After the attack, you move 4 yards away from the target and become completely invisible until the end of your next turn or until you attack. While invisible from this stunt, your next attack deals extra damage equal to twice your dexterity ability.

Flowing river:
Rapid Currents, 6 SP:
Make 3 more attacks, with each hit, the target is pushed 2 yards away from you and you move into the space it left and the next attack deals a stacking +2 damage. These attacks do not generate stunt points.

Emerald fist:
Spirit crushing fist, 6 SP:
The target takes your willpower penetrating damage at the start of its turn until it succeeds on a con(stamina) test vs. 10+willpower at the end of its turn. Until it succeeds on this test, it also takes a -2 to defense.

Weapon and shield style stunts:
Novice:

Shield bash, 2 SP:
The attack deals 1d6+strength damage. The target is pushed 2 yards away from you and is knocked prone. The target must then succeed on a Con(stamina) test vs. 10+strength(might) or also lose a major action on its next turn.

Rally, 3 SP:
All allies within 10 yards of you gain a +1 bonus to attack rolls until the start of your next turn.

Journeyman:

Scatter, 3 SP:
The attack affects 2 other creatures that are adjacent to the primary target and you, apply the original attack roll to all targets. The attack deals 1d6+strength damage and all targets hit are knocked back 2 yards and lose a minor action on their next turn.

Elemental aegis, 4 SP:
Until the end of your next turn, damage you take from magical sources does not count as penetrating and you gain a bonus to tests to resist spell effects equal to your shield bonus.

Master:

Juggernaut, 5 SP:
Until the end of your next turn, you can move trough the spaces of enemies. When you do so, the enemy is knocked back 2 yards and must succeed on a con(stamina) test vs. 10+strength(might) of be knocked prone. You can only move trough each enemy’s space once per turn.

Stonewall 6 SP:
Until the end of your next turn, any damage you take is reduced by half, even penetrating damage. However, you cannot move or be moved from your current space until the effect ends.

style stunts

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