Martial Techniques
Some martial stunts are associated with a specific type of weapon. Note, however, that the effects of these stunts may be replicated for use by other kinds of attacks.
Step Maneuvers: A number of stunts are Step Maneuvers or manipulate Step Maneuvers in some way. See Drawbacks for more details.
Stances: Some stunts are referred to as stances. A stance is a continual effect, but only one stance can be maintained by a character at once without special stunts or feats. Stances can be activated (deactivating any previously active stances) as a quick action.
General Martial Stunts- Autofire (+1): Fire multiple shots; ranged attack deals extra damage with higher attack roll result.
- Greater Autofire (+2): Increases bonus damage based on attack success. (Autofire)
- Flurry (+1): Unleash multiple blows against a target; melee attack deals extra damage with higher attack roll result.
- Greater Flurry (+2): Increases bonus damage based on attack success. (Flurry)
- Throw (+1): With a successful trip, hurl opponent one or more panels away.
- Strafe (+2): Fire many shots in an area, hitting all targets in range. Attack roll must succeed against Reflex. Fatiguing.
- Whirlwind (+2): Strike all adjacent opponents. Attack roll must succeed against Reflex. Fatiguing.
- Melee Burst (+3): Resolve as a whirlwind attack, except the area of effect extends from the panel of your choice. Fatiguing.
- Surge (+2): If you roll a 16 or greater on an attack roll, your target loses his or her Dodge or Parry bonus to defense.
- Impromptu Surge (+3): When one of your attacks surges, you can choose an additional effect for your attack (Surge). Examples include:
- Dazing Speed: Opponent is dazed for one round if you overcome their Toughness.
- Repulse: You can perform a knockback attempt as part of your attack.
- Shimmer: Perform a finesse attack after your surge is confirmed.
- Hustle: Move up to two panels after attacking.
- Smash: Double your key ability for the damage of the blow.
- Impromptu Surge (+3): When one of your attacks surges, you can choose an additional effect for your attack (Surge). Examples include:
- Intense Strike (+1): Melee attack deals +6 damage. Expends focus. If you can expend more than one focus, the attack deals +6 damage per focus.
- Intense Shot (+1): Ranged attack deals +6 damage. Expends focus. If you can expend more than one focus, the attack deals +6 damage per focus.
- Effortless Strike (+1): Melee attack ignores armor defense and dodge or parry bonus. Expends focus. If you can expend more than one focus, the attack roll gets +2 per extra focus expended.
- Effortless Shot (+1): Ranged attack ignores armor defense and dodge or parry bonus. Expends focus. If you can expend more than one focus, the attack roll gets +2 per extra focus expended.
- Focused Strike (+4): Resolve intense and effortless strike at the same time by expending one focus for both. (Intense Strike, Effortless Strike)
- Focused Shot (+4): Resolve intense and effortless shot at the same time by expending one focus for both. (Intense Shot, Effortless Shot)
Step Maneuver Stunts
- Caesura (+1): Refresh any Step Maneuver you know by spending a full action.
- Caesura (+2): Refresh any Step Maneuver you know by spending a standard action.
- Caesura (+3): Refresh any Step Maneuver you know by spending a move action.
- Caesura (+2): Refresh any Step Maneuver you know by spending a standard action.
- Battle Dance (+1): Once all of your Step Maneuvers are used, if you know three or more Step Maneuvers, they are all refreshed.
- Glimmer (+1): Refresh any Step Maneuver you know when you roll a 15 or higher on an attack roll.
- Cleansing Breath (+1): Refresh any Step Maneuver you know. Spends Elan.
- Cleansing Breath (+2): When spending Elan, make a Will saving throw. If your save exceeds Difficulty 20, you recover any two Step Maneuevers you know.
Combat Skill Stunts
Fencing: Dexterity; foil, saber, short sword, knife, katana.- En Garde (+1): Stance. You get a +1 bonus to fencing attack rolls against opponents wielding melee weapons.
- En Garde (+2): Stance. You get a +1 bonus to fencing attack rolls against opponents wielding melee weapons and to defense against melee attacks.
- Fencer’s Diagram (+1): Add your Intelligence to the damage and severity of your attack. Step Maneuver.
- Pinprick (+1): Instead of dealing damage with your attack, you may choose to inflict a -1 penalty to the target’s Toughness for up to three rounds. Step Maneuver.
Two-handed Sword: Strength; long sword, great sword, katana, broadsword.
Heavy Blade: Strength, great-axe, zanbato.
Axe: Strength; adze, hatchet, tomahawk, wood axe.
Glaive: Strength; spear, lance, staff, bo, polearm, glaive, naginata.- Lunge (+1): Increase reach by one panel.
- Puncture (+1): You gain up to a +4 bonus on your attack roll but it cannot exceed the target’s armor defense. Step Maneuver.
Bludgeon: Strength; club, rod, mace.
Whip: Dexterity; whip, flail, chain.- Coiled Arm (+1): Manipulate objects with a whip at a distance with effective Dexterity of +0. Initiate grapple checks with a whip.
- Weapon Snag (+1): If you successfully disarm with a whip, you retrieve the disarmed item.
- Mighty Strike (+2): Your unarmed strike deals base damage equal to half your Unarmed rank.
- Flying Kick (+1): Unarmed strike deals +6 damage when charging.
- Mighty Fling (+1): Deal unarmed damage when making trip or throw attempts.
- Catapult Throw (+4): Throw a target, deal damage, hit all opponents in a straight line. Fatiguing. (Throw, Mighty Fling)
- Meteor Throw (+7): Throw target, hit all opponents in a line, deal damage as a Mighty Strike. Fatiguing. (Mighty Strike, Catapult Throw)
- Catapult Throw (+4): Throw a target, deal damage, hit all opponents in a straight line. Fatiguing. (Throw, Mighty Fling)
- Surgical Jab (+1): Inflict temporary paralysis on an opponent if you overcome their Toughness. Step Maneuver.
- Impact Pressure (+2): Stun an opponent if they cannot adequately defend from your attack.
- Tiger’s Paw (+1): If you strike a foe more than once in the same round, the last blow deals extra damage as if making a rend attack.
- Swooping Shot (+1): Resolve ranged trip attempt.
- Arm Bind (+1): Disarm with ranged attack; inflict -4 penalty to attack rolls. Step Maneuver.
- Gale Shot (+2): Ranged attack deals base damage equal to 1/2 Archery rank +3.
- Between Breaths (+2): Ranged attack automatically surges. Expend focus.
- Powder Missile (+1): Attack inflicts dazzling (20% miss chance) on opponent. Step Maneuver.
Throwing Weapon: Dexterity; dart, shuriken, bolos.
Firearm: Dexterity; gun, rifle, pistol.
Esoteric: Varies; supernatural weapons, blasts, unique attacks
Grapple: Dexterity or Strength; grappling, escaping from grappling
Dodge: Dexterity; avoid ranged and melee, include armor bonus.
Parry: Strength; avoid melee, include armor and weapon bonuses.
Intercept: Dexterity; avoid ranged, can be used to make block attempts against ranged attacks.
