Scuffle Stunts in Thedastria | World Anvil
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Scuffle Stunts

Playing the Game

Scuffling is more than two ponies taking turns whacking at each other. A good fight should be dynamic and feature a lot of movement and action. The rules described so far create a good framework but to that the game adds stunts to mix things up and make fighting a little more unpredictable. There are stunts for various types of action, but we’re going to start with Scuffle stunts as they are the most common and straightforward; we’ll get to Exploration and Roleplaying stunts shortly and GMs, and players with Mage ponies can find Magic stunts in Flemeth Zecora’s Black Grimoire.   The stunt system is simple. If you make a successful attack and get doubles on any of the dice, you can perform one or more stunts in addition to dealing your normal damage. You receive a number of stunt points (SP) equal to the doubles and must use them right away to perform stunts. Initially, all ponies choose from the same list of stunts, but as ponies gain levels they get access to new stunts and may use standard ones for fewer stunt points. These details can be found in each class’ description.   You can only perform a given stunt once in a round. The only exception to this rule is the Skirmish stunt, which can be used multiple times as long as you have enough stunt points.   Once you have decided on what stunts you want to use, you can narrate how your pony pulled them off. You can perform the stunts in any order you choose.   The stunts on the Scuffle Stunts table can be used by any pony for the SP cost indicated. Additional stunts can be found in class and monster descriptions.  

Scuffle Stunts Table

SP Cost Stunt Restriction Description
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.
1 Stay Aware - You take a moment to make sure you’re mindful of everything that’s happening around you. Make a Difficulty 4 Mind test. If you succeed, the GM may either make you aware of some battlefield situation that has so far escaped your notice, or give you an upgrade to the next test you make. This bonus can never stack with any other test bonuses, must be used on the very next test you make (even if you’re the defender in a challenge), and expires at the end of your next turn even if you haven’t used it by then.
2 Knock Prone - You knock your enemy prone. Any pony making a melee attack against a prone foe gains an upgrade on the attack. Prone ponies cannot Run and must use a Move action to stand up.
2 Decoy Shadow You can confuse and misdirect opponents so they attack imaginary enemies. While in Shadow mode, you can make a Special Skill: Stealth test and note the test result. Until your next turn, anyone attempting to target you with a ranged or melee attack must beat your test result with a Keen Knowledge: Seeing test. Those who fail still make the attack (thus using an action) but miss automatically.
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 a challenge. This does not generate stunt points. If you win the test, you knock your enemy’s weapon the same amount of yards equal to the roll 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. Their armor rating is halved (rounded down) vs. this attack.
2 Taunt - You insult or distract one opponent of your choice within 10 yards of you. You must make a challenge of your Charm die vs. the target’s Mind die. If you win, the target suffers a downgrade on attack rolls and casting rolls on their next turn.
2 Threaten - You strike a threatening pose, challenging an opponent of your choice within 10 yards of you. You must make a challenge of your Body die vs. the target’s Mind die. If you win, they must attack you in some way (melee, missile, spell, etc.) on their 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.
3 Set Up - You create an opening an ally can exploit. Pick an ally you can perceive. On their next turn, that ally receives an upgrade on the talent of their choice. The ally must chose which talent to use this bonus on before they roll the dice for it.
3 Spell Lance Level 4 Mage You can cast a spell after hitting a foe with an Arcane Lance. This is a stunt that costs 3 stunt points, and the spell you cast cannot have a mana point cost greater than 3. A casting roll is required as usual/
4 Dual Strike - Your attack is so strong it affects two targets. First, pick a secondary target. They 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 them.
4 Fade Burst Spirit Warrior Talent (D12) You can overload your body with the power of the Fade and then release it violently. A coruscating wave of energy causes 1d6 penetrating damage to all enemies within 4 yards of you. Demons and other creatures of the Fade take the roll of this die in penetrating damage instead.
4 Seize 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 scufflers get to act again. You remain at the top of the order until someone else seizes the initiative.
5 Knock Out Blow - You inflict double the damage on your attack.
5 Volley Marksman Talent (D12) You can unleash a storm of missiles on your opponents. This allows you to make two more ranged attacks, at the same target or at others in sight and within 10 yards. You must have a loaded missile weapon to make a ranged attack, so use of up to two Rapid Reload stunts may be required to use volley. If you roll doubles on either of these attack rolls, you do not generate any additional stunt points.

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