Throttle Fabulist: Stunts: Difference between revisions

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Created page with "Common Stunts are stunts that anyone can use, given they have the requirements. . {| class="wikitable" !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 i..."
 
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Common Stunts are stunts that anyone can use, given they have the requirements.
==== COMMON ====
 
'''Common Stunts''' are stunts that anyone can use, given they have the requirements.
.
{| class="wikitable"
{| class="wikitable"
!Name
!Name
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However gain -100 to all stats for a year.
However gain -100 to all stats for a year.
|10 Momentum
|10 Momentum
|}
==== EXAMPLE ====
These are all examples, while you can take these if you want, you're meant to make up your own.
'''Offensive''':
{| class="wikitable"
|'''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''':
{| class="wikitable"
|'''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.<sup>*Does not carry "Full Defend" over, however can be used with Acrobatics.</sup>
|-
|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''':
{| class="wikitable"
|'''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.
<sup>*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.</sup>
|-
|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.
<sup>*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.</sup>
|-
|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.
<sup>*Bonus can only be given twice per fight</sup>
|}
'''Charge''':
{| class="wikitable"
|'''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''':
{| class="wikitable"
|'''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.
|}
|}
.
.

Revision as of 20:53, 27 August 2024

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.

.