Throttle Fabulist: Stunts: Difference between revisions

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'''Stunts''' (abilities) are actions that offer possible higher rolls or special effects to your actions, both in and out of battle. Using a stunt is like rolling the connected stat, while adding some more skill.
'''Points & Ranks''';
{| class="wikitable"
|It costs 5 Stunt Points in-order to '''create''' a new stunt. After being created, all stunts start at '''Rank E'''. It costs 2 Stunt Points in-order to rank one up.
Stunts '''unlock new capabilities''' at Ranks C and A.
A character can not suddenly gain a new power by creating a new stunt, new powers are obtained through in-game events exclusively. Power-Stunts related to an already gained power, can be created however.
|}
'''Manifesting & Challenging''';
{| class="wikitable"
|There are two forms of using a stunt; Manifesting and Challenging it.
'''Manifesting''' is something solely used for power stunts. A character must manifest their power before they can use it, it costs an Action in order to manifest it, however doesn't cost any Shin.Pool. Whatever you roll, x2 is how many turns you can use your power for before having to manifest it again. When rolling manifest, you only roll the 'base' power, not any of the additional powers.
Once you have successfully manifested your power, you may roll the '''challenge''' in order to use it in combat. Outside of combat it takes no actions and no Shin.Pool as it's typically a situational RP question on rather or not you can use a stunt.
|}
'''Classes''';
{| class="wikitable"
|There are five classes of Stunts; Base Power, Super, Signature, Finisher, and Last Fight
'''Base''' Power stunts are power only stunts which allow a user to basically use their powers, with any complicated uses requiring a 'Super' Power Stunt. 'Base' powers cost 3 Shin.pool, and 3 Actions to challenge.
'''Super''' stunts are special stunts that allow for special effects, events, or bonuses in and out of combat. Super stunts cost 5 Shin.pool/Stamina, and 5 Actions to challenge
'''Signature''' stunts are unique stunts that when used, give fame to your character, they're overly flashy spectacle that look cooler than anything.  Finishers cost 8 Shin.Pool/Stamina, 5 Actions to challenge, and 8 Momentum to challenge.
'''Finisher''' stunts are, exactly as the name implies, stunts that immediately finish off a target, completely knocking them unconscious. Finishers cost 8 Shin.Pool/Stamina, 5 Actions to challenge, and 10 Momentum to challenge.
'''Last Fight''' stunts are situational stunts that are only usable when the fight is entirely out of the user's favor. Last Fight stunts cost 5 Shin.pool/Stamina, 5 Actions, and -8 Momentum to challenge
|}
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==== COMMON ====
==== COMMON ====
'''Common Stunts''' are stunts that anyone can use, given they have the requirements.
'''Common Stunts''' are stunts that anyone can use, given they have the requirements.

Latest revision as of 21:45, 27 August 2024

Stunts (abilities) are actions that offer possible higher rolls or special effects to your actions, both in and out of battle. Using a stunt is like rolling the connected stat, while adding some more skill.

Points & Ranks;

It costs 5 Stunt Points in-order to create a new stunt. After being created, all stunts start at Rank E. It costs 2 Stunt Points in-order to rank one up.

Stunts unlock new capabilities at Ranks C and A.

A character can not suddenly gain a new power by creating a new stunt, new powers are obtained through in-game events exclusively. Power-Stunts related to an already gained power, can be created however.

Manifesting & Challenging;

There are two forms of using a stunt; Manifesting and Challenging it.

Manifesting is something solely used for power stunts. A character must manifest their power before they can use it, it costs an Action in order to manifest it, however doesn't cost any Shin.Pool. Whatever you roll, x2 is how many turns you can use your power for before having to manifest it again. When rolling manifest, you only roll the 'base' power, not any of the additional powers.

Once you have successfully manifested your power, you may roll the challenge in order to use it in combat. Outside of combat it takes no actions and no Shin.Pool as it's typically a situational RP question on rather or not you can use a stunt.

Classes;

There are five classes of Stunts; Base Power, Super, Signature, Finisher, and Last Fight

Base Power stunts are power only stunts which allow a user to basically use their powers, with any complicated uses requiring a 'Super' Power Stunt. 'Base' powers cost 3 Shin.pool, and 3 Actions to challenge.

Super stunts are special stunts that allow for special effects, events, or bonuses in and out of combat. Super stunts cost 5 Shin.pool/Stamina, and 5 Actions to challenge

Signature stunts are unique stunts that when used, give fame to your character, they're overly flashy spectacle that look cooler than anything.  Finishers cost 8 Shin.Pool/Stamina, 5 Actions to challenge, and 8 Momentum to challenge.

Finisher stunts are, exactly as the name implies, stunts that immediately finish off a target, completely knocking them unconscious. Finishers cost 8 Shin.Pool/Stamina, 5 Actions to challenge, and 10 Momentum to challenge.

Last Fight stunts are situational stunts that are only usable when the fight is entirely out of the user's favor. Last Fight stunts cost 5 Shin.pool/Stamina, 5 Actions, and -8 Momentum to challenge

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COMMON

Common Stunts are stunts that anyone can use, given they have the requirements.

Name Description Cost
Breath Sacrifice an Action and a turn to regain 5 Stamina Turn

Action

Meditate Sacrifice an Action and a turn to regain 5 Shin.Pool Turn

Action

Rest Sacrifice a turn to regain 5 Actions Turn
Parry
Encroaching Strike Roll before attacking while in stealth. If you are not seen and get a free hit, the damage done is x2. 3 Action

2 Stamina

Tough It Out Roll Toleration instead of defense.

If pass; /2 damage

If fail; x2 damage

5 Action

2 Stamina

Action Momentum Trade a number of momentum for that many Actions Momentum
Momentum Boost Trade a number of momentum for a +10 to your next roll Momentum
Full Throttle If below your Consciousness;

gain a +150 to all rolls for the next five turns.

However gain -100 to all stats for a year.

10 Momentum

EXAMPLE

These are all examples, while you can take these if you want, you're meant to make up your own.

Offensive:

Category: Name: Effect/Cost:
Physical Aimed Shot Rank 1: For 5 stamina, you get a +10 to your shot.

Rank 2: For 5 stamina, you get a +20 to your shot. Rank 3: For 4 stamina, you get a +15 to your shot.

Physical Rapid Fire Rank 1: For 4 stamina, you can shoot twice in one turn.

Rank 2: For 4 stamina, you can shoot thrice in one turn. Rank 3: For 3 stamina, you can shoot thrice in one turn.

Mental Joking Jester Rank 1: For 2 stamina, you get a +5 charm while making a joke.

Rank 2: For 2 stamina, you get a +7 charm while making a joke. Rank 3: For 2 stamina, you get a +10 charm while making a joke.

Physical Full Attack Rank 1: +20 to Punch.

Rank 2: +20 to Kick.

Rank 3: +20 to Elbow/Knees.

Physical Thievery Rank 1: +10 to Pick Pocket.

Rank 2: +20 to Pick Pocket. Rank 3: +30 to Pick Pocket.

Mental Equivocator Rank 1: +10 to Act when lying.

Rank 2: +20 to Act when lying. Rank 3: +30 to Act when lying.

Physical Acrobatics Rank 1: +20 to Run and Jump while outside of combat.

Rank 2: +20 to Climb and Kick while outside of combat. Rank 3: Can now use Acrobatics while inside combat.

Defensive:

Category: Name: Effect/Cost:
Physical Offensive Block The user blocks by hitting the attack.

Rank 1: For 2 stamina, you can use your Punch instead of block to block.

Rank 2: Offensive Block gets a +10. Rank 3: If successfully blocked, Offensive Block can do half your Phy. Damage.

Physical Disarmed Parry Rank 1: If your parry got 40 points above the opponent's block, you disarm them for 3 stamina.

Rank 2: If your parry got 30 points above the opponent's block, you disarm them for 3 stamina. Rank 3: If your parry got 20 points above the opponent's block, you disarm them for 3 stamina.

Mental Last Minute Intuition Rank 1: Roll Intuition after successfully defending against an attack, if the Intuition is above the attack, you learn the stunt (if non-stunt, you simply get a +5 attack) to be used until the next round, costs 4 stamina.

Rank 2: The stunt learned may be kept for 5 rounds. Rank 3: The stunt learned may be kept for the remainder of the fight.

Physical Full Defend Rank 1: +20 to Block.

Rank 2: +20 to Dodge. Rank 3: +20 to Parry.

Physical Fight or Flight Rank 1: Roll Physical Toleration instead of Block.

Rank 2: Roll Jump instead of Dodge. Rank 3: Gain an instant counter attack after a successful parry.*Does not carry "Full Defend" over, however can be used with Acrobatics.

Mental Caught in the Act Rank 1: +10 to Notice when checking if target is lying.

Rank 2: +20 to Notice when checking if target is lying. Rank 3: +30 to Notice when checking if target is lying.

Physical Extended Protection While in cover;

Rank 1: +20 defensive rolls, -15 Single-Handed/-20 Double-Handed Melee.

Rank 2: +20 light Armor rolls, -15 Single-Handed/-20 Double-Handed Melee.

Rank 3: +20 heavy Armor rolls, -15 Single-Handed/-20 Double-Handed Melee.

Consecutive:

Category: Name: Effect/Cost:
Physical Parkour Rank 1: 2 Stamina = +20 to Run, Jump, and Climb rolls for 2 turns.

Rank 2: 2 Stamina = +30 to Run, Jump, and Climb rolls for 2 turns. Rank 3: 2 Stamina = +30 to Run, Jump, and Climb rolls for 4 turns. *The stamina used during this ability counts the turns specified, after those turns, you will have to spend more stamina to gain the effects again.

Mental Narrow Mind Rank 1: For 2 stamina, you get a +5 to mental toleration when someone says or does something you disagree with.

Rank 2: For 2 stamina, you get a +10 to mental toleration when someone says or does something you disagree with. Rank 3: For 2 stamina, you get a +15 to mental toleration when someone says or does something you disagree with. *The stamina used during this ability counts for three turns, after the third turn, you will have to spend more stamina to gain it's effects again.

Mental Commanding Rank 1: Companion/Group gets a +10 on their rolls for every 20 Charisma.

Rank 2: Companion/Group gets a +15 on their rolls for every 20 Charisma. Rank 3: Companion/Group gets a +20 on their rolls for every 20 Charisma. *Bonus can only be given twice per fight

Charge:

Category: Name: Effect/Cost:
Physical Mad Cow Rank 1: Sacrificing your turn this round, you run and tackle a single opponent next round, doing +3 phy./melee damage, for 5 stamina.

Rank 2: Mad Cow does +5 phy./melee damage. Rank 3: Mad Cow does +10 phy./melee damage.

Mental Learned Style Rank 1: Use Learn or Notice against a target's Hide or Act to learn their style of fighting, giving you a +5 to all rolls against this target for every successful roll "Learned Style" used.

Rank 2: Learned Style now gives a +10. Rank 3: Learned Style now gives a +15.

Other:

Category: Name: Effect/Cost:
Mental Boy Scout Rank 1: -30 for all Environmental Effects instead of a -40.

Rank 2: -20 for all Environmental Effects instead of a -40.

Rank 3: -10 for all Environmental Effects instead of a -40.

Mental Programmer Rank 1: Able to understand Code.

Rank 2: Able to write Code. Rank 3: Able to write Advanced Code.

Mental Musician Rank 1: Able to play a single Instrument without penalty.

Rank 2: Able to play a second Instrument without penalty. Rank 3: Able to play a third Instrument without penalty.

Mental Multilingual Rank 1: Gain a second language.

Rank 2: Gain a third language.

Rank 3: Gain a fourth language.

Mental Art of War Rank 1:

Rank 2:

Rank 3:

Mental Country Knowledge I don't know why you'd take this, but it's here.

Rank 1: You have all of the basic information of all of the 1st world countries, not just your own.

Rank 2: You have all of the basic information of all of the 2nd world countries.

Rank 3: You have all of the basic information of all of the 3rd world countries.

Mental Jockey's License Rank 1: Able to ride Balanced Vehicles without penalty.

Rank 2: Able to ride Animals without penalty. Rank 3: +20 to all Balanced Vehicles and Animals Riding rolls.

Mental Driver's License Rank 1: Able to drive Motor vehicles without penalty.

Rank 2: Able to pilot Railed vehicles & Watercraft without penalty. Rank 3: Able to pilot Amphibious vehicles.

Mental Pilot's License Rank 1: Able to pilot Gliders & Paramotors without penalty.

Rank 2: Able to pilot Airships & Hot Air Balloons without penalty. Rank 3: Able to pilot Helicopters & Planes without penalty.

Mental Cosmonaut's License Rank 1: Able to be a Crew member of a spacecraft without penalty.

Rank 2: Able to Pilot a spacecraft without penalty. Rank 3: Able to Command a spacecraft without penalty.

Mental Medic! Trade your turn to heal an entity.

Rank 1: Remove a single negative effect.

Rank 2: Remove two negative effects. Rank 3: Remove all negative effects and medpacks heal 50 Life instead of 30.

Mental Weapon Maintenance Rank 1:  Upgrade your melee weapon to deal 5 more damage.

(10 Spare Parts)

Rank 2: Upgrade your small & light gun to deal 5 more damage.

(10 Spare Parts) Rank 3: Upgrade your Pneumatic weapon & Heavy gun to deal 5 more damage. (10 Spare Parts)

Mental Vehicle Maintenance Rank 1:

Rank 2: Rank 3:

Mental Vehicle Customs Rank 1:

Rank 2: Rank 3:

Mental Artificial Mechanic Rank 1: Able to upgrade mechanical limbs.

Rank 2: Able to build mechanical limbs. Rank 3: Able to build full mechanical body.

Mental Animal Whisperer Rank 1: Roll any Charisma Sub Skill to Calm a insentient animal.

Rank 2: +20 when attempting to calm. Rank 3: +30 when attempting to calm.

Mental Animal Tamer Rank 1: Roll any Charisma Sub Skill to Tame a calm, insentient animal.

Rank 2: +20 when attempting to tame. Rank 3: +30 when attempting to tame.

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