Stunts

You perform a stunt if any two of your dice show the same number. As a consequence you can choose one or more stunts from the subsequent table. The number of generated stunt points (SP) is the result of your stunt die.

Please see the list as suggestions. Generally, stunts are additions to the desired effect. Make sure the fit into the narration.

Additional damage

Skirmish

1+ SP

Mover yourself, an ally or your target by 2 meters per SP

Feint

1-3 SP

Your opponent suffers -1 defense per SP

Ricochet

1-3 SP

Reduce armor from cover by 1 per SP

Afflict condition

1-5 SP

1 SP: hindered; blinded; deafened; 2 SP: prone; injured; 3 SP: restrained; helpless; 4 SP: unconscious; 5 SP: wounded

System damage

1-6 SP

Damage internal system or engine; more SP for more important system or -1 penalty per SP

Disarm

2 SP

Knock enemy’s weapon 1d6 + strength meters away

Off-course

2 SP

Operator of target vehicle must make a TN 15 test to maintain control

Shrapnel

2+ SP

Cause a damaging explosion in the vehicle’s interior; SP d6 damage

Additional damage

2-5 SP

2 SP: +1d6; 5 SP: +2d6

Double Strike

3 SP

You or an ally can perform a free attack on your target.

Armor crush

4 SP

Convert up to 3 points of damage into a penalty to their armor penalty lasts for 1d6 rounds or until they readjust their armor

Called shot

4 SP

damage becomes penetrating

Hostage

4 SP

You can react to anything with a free attack on your hostage (+2 to stunt die)

Break weapon

5 SP

Render opponent’s weapon unusable

Additional information

Cards on the table

1 SP

If you were honest your target must be honest too

Good instincts

1 SP

learn the most likely consequences of your actions

A-ha!

1-5 SP

Additional information - the more SP the more valuable

Being quick

Momentum

1-4 SP

1-3 SP: +1 initiative per SP; 4: top of initiative

And another thing

2 SP

Immediately perform a second (non-combat) test

Speed demon

2 SP

Complete the test in half the time

The upper hand

3 SP

+3 on initiative if combat follows

Chases

Evasive maneuver

2 SP

Opponents get a -2 penalty for attacking you

Follow the leader

2 SP

Your chasers have to perform the same maneuver as you did

Shortcut

5 SP

+2 to your chase total

Just spend the points

Adrenaline rush

1-2 SP

Recover 1 fortune per SP

Series of successes

1-3 SP

+1 per SP on your next roll

NPC control

Over here!

2 SP

Become center of attention; your allies gain +1 to their next test to hide or pass scrutiny in this encounter

Fancy meeting you here

5 SP

an NPC with a required skill appears

Meddle

5 SP

Shift attitudes of two NPCs toward each other by +-1

Enrage

5 SP

Force a target to attack you or leave the scene

Protection

Duck and weave

1-3 SP

Gain +1 temporary defense per SP

Hinder

1-3 SP

Reduce opponents damage by 2 per SP

Take cover

1-3 SP

Gain 1 cover rating per SP

Human shield

3 SP

Take cover behind an enemy; failed ranged attacks hit them instead

Reputation

Go viral

3 SP

Honorific applies in situations where it seems unrelated

Oozing confidence

4 SP

Gain one temporary honorific or rank

Name-dropping

5 SP

You may use someone else’s reputation or rank as your own

Reputaton

In good standing

2 SP

Have +1 rank in the eyes of organization member

Stealth

Cover your tracks

3 SP

−2 on future rolls to follow your trail related to this test.

It wasn’t me

4 SP

Plant evidence someone else is responsible for your deeds

Targets

Additional target

2 SP

Affect one more target

The whole room

5 SP

Affect the whole room