Stunts +
The following stunts can be used on any task roll:
Assist (2 hits)
You may extend your successful action to a single ally, allowing them to overcome the difficulty of the same action without any additional hits.
Bolster (1-3 hits)
You may spend hits to create an Enhancement that you can use for another action, whether that’s your character’s next action (using a different Skill) or to aid another character. This must link back to the skill you used to grant this Teamwork.
Complicate (1-3 hits)
Create a Complication for the target of your action (or an Area Effect). One hit creates a Minor Complication, two hits create a Moderate Complication, and three hits creates a Major Complication. Failure to buy off the Complication results in your character gaining an advantage over the target, such as dealing damage, knocking them prone, garnering a piece of personal information about them, or uncovering a secret.
Shockwave (2 hits)
You may apply the effect of your action onto another target. If the difficulty to apply that action to your new target is higher than the original (such as an opposed difficulty), you must spend hits to make up the difference. You may purchase this Stunt multiple times on the same action.
Twist of Fate (1-3 hits)
The scene changes in a way you desire. This may be something your character does, or simply a coincidence. If there is a mechanical effect, the cost of this twist is equivalent to the mechanical benefit received. Thie storyteller must approve the Twist of Fate.
Universal Combat Stunts
The following are Stunts a player may spend hits on for any type of attack action she makes.
Attention (2 hits)
Your blow draws the victim’s attention, meaning they’ll target you in the next combat round unless combat ends before then, or someone hits them with this stunt after you.
Break-up Grapple (1 hit)
When targeting a character who is part of a grapple (that you are not in) you may use this Stunt to end the Grapple Status Effect.
Distraction (1 hit)
The target suffers a +1 difficulty on all Ranged and Athletics attacks until the end of your next turn.
Command (2 hits, Variable)
If you have a Creature, BOON COMPANION or some other NPC in the scene who can carry out a helpful action, you can use this stunt to grant them a turn. You may spend additional hits to grant them enhancement on their roll up to +3 enhancement.
Crush (1-3 hits)
If you have Size or Power advantage versus your opponent’s Size or Durability (respectively). You can can inflict an additional injury against your opponent. You may purchase this stunt a number of times equal to the difference in advantage.
Destroy Object (2 hits)
Destroy an object in the Area, such as light cover or a barrier.
Disarm (2 hits)
You use your weapon as leverage, pulling or twisting your opponent’s weapon or item out of their hand. This imposes a Moderate Complication which, if not bought off, results in them losing their weapon or item. You may spend an additional hit to knock it away by one range band.
Establish Grapple (1 hit)
You force your opponent into a grapple. Apply the Grappled Status Effect to your opponent. You may purchase any normal Close Combat Tricks on your attacks against them.
Feint (1-3 hits)
For every hit spent on Feint you generate Enhancement on your or an ally’s next attack against the opponent you’re attacking. You must designate the ally gaining the Enhancement bonus when you purchase this Trick.
Knockdown/Trip (1-3 hits)
Knock your opponent prone where they stand. This applies a complication to any actions requiring movement equal to the hits spent.
Pin Down (Variable)
Pin Down applies a Minor Complication to a character action, either broad (Moving, Attacking) or narrow (Drawing a gun, moving to a specific area). If they choose not to buy off this Complication, then they receive one automatic Injury. A character can spend additional hits on this Trick to increase the Complication level on a one-for-one basis up Major.
Seize (2 hits)
You take an object held by (but not strapped or attached to) your opponent. You must have a free hand to use this Trick.
Shove (1 or 2 hits)
For one hit you may push your opponent back a single Range Band. For two hits, you may push your opponent two Range Bands instead.
Sunder (2 hits)
You use your weapon to damage your opponent’s gear (weapon, armor, or otherwise), making it useless for the rest of the scene.
Damage Stunt
These tricks apply only to attacks with a weapon (including Unarmed, Natural and attacks using Magic)
Inflict Injury (0 hits)
You deal 1 injury damage to the enemy.
Pull Your Punch (0 hits)
You choose not to deal damage to the target and instead gain 1 hit to spend on another combat Stunt.
Critical (3 hits)
Deal an additional damage to your target.
Inflict Injury with Scale (1 hit per Injury)
You deal additional damage to your target equal to the difference in Scale between the Attacker and Defender. You may take this in addition to the Inflict Injury stunt .
Shockwave (2 hits)
You may apply the effect of your action onto another target. If the difficulty to apply that action to your new target is higher than the original (such as an opposed difficulty), you must spend hits to make up the difference. You may purchase this Stunt multiple times on the same action.
Grappling Tricks
These Tricks are only applicable when one or both combatants has the “Grappled” status condition
Overwhelm (2 hits)
Gain control of the grapple. Resolve this Status Effect, and apply it to your opponent.
Disengage (1 hit)
You leave the grapple. Resolve this Status Effect.
While you have this condition, anyone may perform the following Tricks on you.
Throw Person (2 hits)
You may only purchase this Trick against someone you have applied the Grappled Status Effect to. You throw your opponent one ranged band in any direction.
Pin (1-3)
Pin Down applies a Minor Complication to all actions. If they choose not to buy off this Complication, then they receive one automatic Injury. A character can spend additional hits on this Trick to increase the Complication level on a one-for-one basis up to Major.
Choke (2 hits)
You inflict the Suffocation Status Effect that lasts until the the target escapes or gains control of the grapple.
Defense Tricks
Dodge (1-3 hits)
Each hit spent on the Dodge Trick adds 1 to the character’s physical Defense.
Dive to Cover (1 hit)
In response to a ranged attack, the character moves up to one range band away to reach cover established in the Area. Cover utilized by this Trick absorbs Injuries
Move Away (1-3 hits)
Each hit spent on the Move Away Trick increases the difficulty for an opponent to use the Rush movement action against the character.
Roll Away (1 hit)
Move one Range Band away from the attacker after the attack action is completed.
Influence Tricks
Players may purchase any of the following Tricks with their hits on an action to influence others.
Deepen Bond (3 hits)
You either forge a new Bond to the character or deepen an existing Bond. You may only purchase this Trick on a single target once per scene.
Encourage or Prevent Thought (2 hits)
You change your target’s mind about something important to them in the moment. You either provide a compelling lie or reveal evidence of a truth they had no knowledge of prior.
Persuade (2 hits)
You persuade your target to take an additional action they would not have previously on top of the original influence.
Shift Attitude (2 hits)
Your influence changes the heart of your target, shifting their Attitude toward your character up or down one level — the acting player decides.
Defensive Influence Tricks
Players may purchase any of the following Tricks with their hits on an action to resist social influence.
Resist (1-3 hits)
Each hit spent on resisting increases the difficulty to enact the influence against the character.
Shift Attitude (2 hits)
You play on the influencer’s own feelings, shifting their Attitude toward your character up or down one level, the defending player decides.
Cruel Intentions (3 hits)
Conversations are a two-way street. Your character successfully performs an influence action on the initiator with no additional hits.
Investigation Tricks
The following are ways to spend your hits on Investigation actions.
Extra Clue (1 hit)
Your character gains an extra piece of evidence from her investigations. This is not usually a plot forwarding clue but may provide necessary context or information necessary to put a picture together fully.
Question and Answer (1 hit per question)
Spend hits one for one to ask a question about the lead you are researching. The Storyteller may suggest appropriate questions, or you may ask one related specifically to how you’re gathering information.
Interpretation (1 hit)
You can examine one Clue or Lead and request interpretation. This will tell you what importance this clue may have in relation to other Clues or Leads, or provide context for how this might be applicable to the situation at hand.
Unexpected Lead (3 hits)
Your character finds or receives necessary information to move a case forward, leading you to the next necessary step in solving the mystery, or giving you the information necessary to close the case.