Stunts for C&C
Posted: Tue Apr 13, 2010 6:20 am
Hasn't been tested.
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On a natural roll of 20, roll an additional d20. The second d20 gives stunt points (an idea shamelessly stolen from the Dragon Age RPG). If a 20 is rolled on the stunt die, then roll another d20!
The Castle Keeper may choose to allow these stunts to be attempted under normal circumstances, possibly requiring some sort of SIEGE check.
1: Headshot: Defender's AC uses his head armor, rather than his body armor. There is no effect on damage dealt.
1: Stuck: Weapon is stuck in shield or armor, this can weigh down a shield and make it effectively useless depending on the weapon that has been lodged in.
1: Accurate Attack (repeatable): +1 to hit
1: Mobility (repeatable): Move 1 foot
1: Strong Attack (repeatable): +1 damage
5: Cleave / Penetrating Shot (repeatable): If this attack killed the creature, then do an attack on an adjacent creature.
5: Crunch: Break a wooden shield. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus. This stunt only costs 1 stunt point if you are using an axe or throwing axe.
5: Knocback: The defender is knocked back by five feet, regardless of whether or not he took damage.
5: Regain Balance: Negates the AC penalty for charging.
5: Stun Attack: As per the Monk's ability - the target must make a CON check (vs. the attacker's level) or be stunned and unable to attack for 1d4 rounds. This stunt requires that the target took at least one point of damage.
10: Dual Sweep / Shield Bash: Make another attack, against the same target, with whatever the attacker is holding in his other hand. This requires that the first attack only used one hand.
10: Remove Strapon: Armor that is strapped on (e.g. Greek Ensemble, Roman Ensemble, Breastplate, etc.) is torn off but remains intact. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
10: Sunder Soft Armor: Break leather / cuir bouilli armor. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
10: Wide Attack / Magic Bullet (repeatable): Without needing to make a check, do a full attack an adjacent creature. You must have done at least one point of damage in the current attack.
15: Combo Strike: Make an additional attack on the same target. For a ranged weapon, this might be explained as a projectile that hits a vital spot.
15: Disarm: Without needing to make a roll, the defender is disarmed.
15: Sunder Composite Armor: Break composite armor (e.g. Brigandine, Coat of Plates, Scale Armor, etc.) If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
15: Sunder Metal Shield: Break a metal shield. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
20: Sunder Metal Armor: Break metal armor. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
20: Tear Hide Off: The defender must make a CON check (vs. the attacker's level). On a failed save, the effectiveness of his natural armor is reduced by 1.
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http://www.eclipsephase.com/online-game-friday-nights
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On a natural roll of 20, roll an additional d20. The second d20 gives stunt points (an idea shamelessly stolen from the Dragon Age RPG). If a 20 is rolled on the stunt die, then roll another d20!
The Castle Keeper may choose to allow these stunts to be attempted under normal circumstances, possibly requiring some sort of SIEGE check.
1: Headshot: Defender's AC uses his head armor, rather than his body armor. There is no effect on damage dealt.
1: Stuck: Weapon is stuck in shield or armor, this can weigh down a shield and make it effectively useless depending on the weapon that has been lodged in.
1: Accurate Attack (repeatable): +1 to hit
1: Mobility (repeatable): Move 1 foot
1: Strong Attack (repeatable): +1 damage
5: Cleave / Penetrating Shot (repeatable): If this attack killed the creature, then do an attack on an adjacent creature.
5: Crunch: Break a wooden shield. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus. This stunt only costs 1 stunt point if you are using an axe or throwing axe.
5: Knocback: The defender is knocked back by five feet, regardless of whether or not he took damage.
5: Regain Balance: Negates the AC penalty for charging.
5: Stun Attack: As per the Monk's ability - the target must make a CON check (vs. the attacker's level) or be stunned and unable to attack for 1d4 rounds. This stunt requires that the target took at least one point of damage.
10: Dual Sweep / Shield Bash: Make another attack, against the same target, with whatever the attacker is holding in his other hand. This requires that the first attack only used one hand.
10: Remove Strapon: Armor that is strapped on (e.g. Greek Ensemble, Roman Ensemble, Breastplate, etc.) is torn off but remains intact. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
10: Sunder Soft Armor: Break leather / cuir bouilli armor. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
10: Wide Attack / Magic Bullet (repeatable): Without needing to make a check, do a full attack an adjacent creature. You must have done at least one point of damage in the current attack.
15: Combo Strike: Make an additional attack on the same target. For a ranged weapon, this might be explained as a projectile that hits a vital spot.
15: Disarm: Without needing to make a roll, the defender is disarmed.
15: Sunder Composite Armor: Break composite armor (e.g. Brigandine, Coat of Plates, Scale Armor, etc.) If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
15: Sunder Metal Shield: Break a metal shield. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
20: Sunder Metal Armor: Break metal armor. If it is magical, it gets a save, including its magic bonus and the defender's level, vs. the attacker's level and his weapon's magic bonus.
20: Tear Hide Off: The defender must make a CON check (vs. the attacker's level). On a failed save, the effectiveness of his natural armor is reduced by 1.
_________________
http://www.eclipsephase.com/online-game-friday-nights