Roleplaying Stunts

SP Cost Stunt
1 Bon Mot: You tag the perfect witty remark onto the end of your action, affecting all those who hear it that much more deeply. If you can’t think of one, the rest of the players and GM quickly brainstorm options, and you choose among them. Word of your wit is likely to spread, for good or ill.
1 And Another Thing: You manage to weave a second thrust of conversation into the primary interaction that called for the test, if your description supports it. If relevant, you may make an additional test as part of your action, before anyone else has a chance to respond or make any tests or arguments of their own.
2 Sway the Crowd: Your interpersonal efforts are so effective that they spill over onto others in the area, and you affect one additional person of your choice past the original target. You may use this stunt multiple times on the same roll. However, if the test that gave rise to this stunt was an opposed test you may not expand the effect to anyone who has a higher ability + focus total than the original target.
2 Stunned Silence: You are so impressive that you leave all those who witness your display completely dumbfounded and unable to speak for at least a full round. Outside combat, this lasts, at the very least, for long enough for your character to begin to do something else.
3 Flirt: Choose one character who’s present and immediately make an opposed Communications (Seduction) vs. Willpower (Self-Discipline) test. If you win, that character becomes enamored with yours. What exactly this means in the moment and how it might play out (or fall apart) in the long run are up to the GM, and depend on how you continue to act, but if you’re successful, you’ve created an opening for romantic opportunities.
3 Jest: You turn a phrase, twist your expression, or make some other comic motion that leads those nearby to laugh, or at the very least, stifle their snorts. Any NPC who wishes to avoid laughing must make a TN 11 Willpower (Self-Discipline) test, with the exception—at the GM’s discretion—of any NPC who you’ve made the butt of your joke.
4 Tower of Will: Your success gives you a sense of your own brilliance and strength of character. For the rest of the current roleplaying exchange, you will have a +1 bonus to any opposed tests where an opponent tries to put you at an emotional disadvantage, such as by intimidating you, impressing you, bargaining with you, and so on.
5 Enrage: You twist the knife, delivering a provocation or insult in such a way that a single NPC you designate must choose between either attacking you or storming away from the scene. If they choose to attack, the assault need not be deadly (although that option is certainly open to the enraged character). A slap or the throwing of a gauntlet may stand in as an “attack” just as easily.

Roleplaying Stunts

Strange Bedfellows VonSteubing VonSteubing