House Rules and Stunts

This page will cover house rules for the game.

House rule regarding Stunt Points:

  • To take some of the randomness out of stunts: Each PC receives a pool of stunt points, refreshed on a per-scene basis, equal to their TOTAL stat points or 10, whichever is greater. You may spend them as you wish.

Dragon’s Wild

  • A roll of a 1 on the Dragon Die generates a plot complication (not a failure – that’s a function of comparison of the total dice + ability + focus to the TN – a COMPLICATION). A roll of 6 on the Dragon Die explodes – roll the Dragon Die again and add that number to the total roll. 1’s on an exploding-die roll are ONLY counted as 1’s – they do not generate plot complications. The Dragon Die only explodes upward, not downward.

Since not everyone has a copy of Set 2, I’ll sum up the additional stunts from that set here.

Standard Combat Stunts

(please note: This is NOT the text from the book – I’m altering the presentation to avoid any copyright issues. All stupid jokes are therefore MY fault)

  • Stay Aware (1 SP) – You take a moment to make sure you’re mindful of everything around you. Make a TN 11 perception test with the focus of your choice. If you succeed, the GM may either make you aware of some situation that’s escaped your notice, or give you a +1 bonus to the next test you make.
  • Taunt (2 SP) – “Some drank from the fountain of knowledge; you merely gargled.” Make an opposed test of Communication (Deception) vs. target’s Willpower (Self-Discipline) versus an opponent within 10 yards. If you win, the target suffers a -1 penalty on attack and casting rolls in the next turn.
  • Threaten (2 sp) – You strike a threatening pose, challenging one enemy within 10 yards of you. You must make an opposed test, Strength (Intimidation) vs. target’s Willpower (Self-Discipline). If you win, the target must attack you in some way on its next turn.
  • Lethal Blow (5 sp) – Add 2d6 damage to your next attack.

Exploration Stunts

  • Advantageous Positioning (1 SP) – You make your discovery from an advantageous position of your choice. That position can’t be more than 2 yards away from where you’d normally find it. You may wait until the GM describes what you’ve found before you choose.
  • Efficient Search (2 SP) – If resources of any kind are consumed in the course of your test, you use half as much as normal.
  • Speedy Search (2 SP) – Your test takes half as long as normal.
  • That Makes Me Wonder (3 SP) – “Hmm. That’s funny.” You can immediately make another Perception test, at no additional cost, to discover more information about the environment or the object of your test. This bonus test must use a different focus from the first test. The two tests transpire simultaneously in-world.
  • The Object of Your Attention (3 SP) – You receive a +1 bonus to further tests to examine or observe additional aspects of the object of your test.
  • The Upper Hand (4 SP) – If your discoveries lead to immediate combat, you receive a +3 bonus to your initiative roll.
  • Resources at Hand (4 SP) – “I don’t know how to do this – but I can do something LIKE it.” Choose a focus that you don’t have, that falls under the same ability as the test you’re making. You are considered to have that focus until the time or venue changes. The GM may require an explanation.
  • With a Flourish (4 SP) – “I make this look good.” Your success impresses anyone who is nearby to watch you. You have a +1 bonus to opposed tests against them until the time or venue changes.

Standard Spell Stunts

  • Puissant Casting (1-3 SP) – Increase the Spellpower of your spell by 1 per stunt point spent, to a maximum of 3.
  • Skillful Casting (2 SP) – Reduce the mana cost of the spell by 1. This may reduce the cost to 0.
  • Mighty Spell (2 SP) – If the spell does damage, one target takes an additional d6 damage.
  • Mana Shield (3) You use residual mana from the spell you just cast to set up a temporary shield. You gain +2 defense until the beginning of your next turn.
  • Fast Casting (4) You may cast another spell immediately after resolving this spell, with a casting time of Major or Minor action. If you roll doubles, you do not get any additoinal stunt points.
  • Imposing Spell (4) The effect of this spell is much more dramatic than usual. Until the beginning of your next turn, anyone attempting to attack you must make a successful willpower (courage) test. The TN of the test is 10 + your Magic ability. Failure means the character must make a move or defend action instead.

Roleplaying Stunts

  • Bon Mot (1 SP) – You tag a perfect witty flourish to the end of your action, affecting all who hear it. Word of your wit is likely to spread.
  • And Another Thing (2 SP) – You manage to weave a second thread of conversation into the primary interaction that called for the test. If relevant, you may make a second test as part of your action, before anyone else has a chance to respond, make any tests, or counter-arguments.
  • Sway the Crowd (2 SP) – Your efforts are so effective that they spill over into others in the area (think of the Landsmeet scene in Dragon Age: Origins). You may use this stunt multiple times on a single roll. However, if the test that gave rise to this stunt was opposed, you may not expand the effect to anyone who has a higher ability + focus total than the original target.
  • Stunned Silence (3 SP) – Your are so impressive that you leave all who witness you completely dumbfounded and unable to speak for at least 1 round. Outside combat, this lasts, at least, long enough for you to start doing something else.
  • Jest (3 SP) – “No, and don’t call me Shirley.” You turn a phrase, twist your expression or make some other comic motion that leads to laughter. Anyone nearby who wishes to avoid laughing must make a Tn 11 willpower (self-discipline) test, with the exception of whomever has just been made the butt of the joke.
  • Flirt (4 SP) – Choose one character present and make an opposed Communication (Seduction) vs. Willpower (self-discipline) test. If you win, that character becomes interested in yours for the moment, assuming gender-preference compatibility. What this means is an exercise to the player and GM (or players, if this stunt targets a PC). Depending on how you continue to act, you create an opening for romantic opportunities.
  • Tower of Will (4 SP) – For the rest of the current RP exchange, you gain a +1 bonus to all opposed tests where the opponent is trying to gain an emotional advantage over you.
  • Enrage (5 SP) – “If anyone EVER asks you if trying to get to me through the PEOPLE I LOVE is in any way a good idea…” You twist the knife in such a way that the target you designate must choose between attacking you or storming away. If they choose to attack, the assault need not be with weapons, however, so be careful. A verbal slap or a physical throwing of the gauntlet may stand in as an “attack” just as well.

House Rules and Stunts

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