Throttle Fabulist: Stunts: Difference between revisions
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 | ||
Line 58: | Line 57: | ||
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. |
.