Combat Stunts

see also: Spell Stunts

SP Cost Stunt
1 Stay Aware: TN 11 Perception w/Chosen focus. Become aware of some previous unnoticed battlefield situation, or get +1 bonus to next test you make. Only stacks with Talent bonuses, expires end of your next turn.
1+ Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend.
1 Rapid Reload: You can immediately reload a missile weapon.
2 Taunt: Opponent of your choice w/in 10 yards. Opposed communication(Deception) vs. the target’s Willpower(Self-Discipline). If you win, the target suffers a –1 penalty on attack rolls and casting rolls on his next turn. A taunted character cannot be taunted again until after his next turn.
2 Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +1 bonus on the attack roll.
2 Defensive Stance: Your attack sets you up for defense. You gain a +2 bonus to Defense until the beginning of your next turn.
2 Disarm: You attempt to disarm the target with your melee attack. You and your opponent must make an opposed attack roll. These attack rolls do not generate stunt points. If you win the test, you knock your enemy’s weapon 1d6 + Strength yards away in a direction you nominate.
2 Mighty Blow: You inflict an extra 1d6 damage on your attack
2 Pierce Armor: You find a chink in your enemy’s armor. His armor rating is halved (rounded down)vs. this attack.
2 Threaten: Challenging chosen opponent w/in 10 yards. Opposed Strength(Intimidate) vs. the target’s Willpower(Self-Discipline). Success = he must attack you in some way (melee, missile, spell, etc.) on his next turn. A threatened character cannot be threatened again until after his next turn.
3 Lightning Attack: You can make a second attack against the same enemy or a different one within range and sight. You must have a loaded missile weapon to make a ranged attack. If you roll doubles on this attack roll, you do not get any more stunt points
4 Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to you if you are using a melee weapon or within 6 yards of your primary target if you are using a missile weapon. Apply the test result of your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both opponents). If you hit the secondary target, inflict your normal damage on him.
4 Sieze the Initiative: Your attack changes the tempo of the battle. You move to the top of the initiative order. This means you may get to take another turn before some of the combatants get to act again. You remain at the top of the order until someone else seizes the initiative.
5 Lethal Blow: You inflict an extra 2d6 damage on your attack. You cannot use Lethal Blow and Mighty Blow with the same attack.

Combat Stunts

Strange Bedfellows VonSteubing VonSteubing