Re: Dungeon: the Dragon
Sample Stunts
Note for nWoD version: I will admit that I am far from versed in nWoD in general and fighting styles in particular. As such there is no doubt that some, possibly many, of stunts presented here might overlap with fighting styles as presented in various nWoD books. While unwanted, that sort of thing couldn't be helped. As someone who has a full-time job as a software engineer, I simply have no time to follow White Wolf publications. I certainly would appreciate people alerting me about conflicts between my rules and those by White Wolf. None the less, game should be able to function if you decide to either stick to my rules or official ones, as long as you don't mix them without thinking.
Combat Stunts
Combat stunts are designed to give an edge to a lone warrior over a number of inferior opponents. In most Storyteller games a single character has little chance against more than two opponents. That is perfectly appropriate for gritty feeling of World of Darkness, but is not for epic stories of high fantasy. That is why in Dungeon: the Dragon we have a number of ways to remedy this.
Multiparry
Prerequisite: favorite skill Alertness
Activation: None
Level: 2
This simple stunt is invaluable to any professional warrior. It prevents multiple opponents from gaining an advantage on character up to his or her Alertness rating. This stunt, however, cannot be used on rounds when any (physical) offensive action is taken, not even by splitting dice pool or using powers such as Double Strike, although such powers do double the amount of attacks the character can parry.
This stunt can be improvised at cost of one Mana point, but improvising it quickly drains Mana pool.
Shield Blocks
Prerequisite: favorite skill Awareness
Activation: None
Level: 2
This stunt is as old as the shield itself. It enables shield bearer to stand against numerous foes. It functions exactly like Multiparry, by preventing multiple opponents from gaining an advantage, except it does not interfere with user's offensive actions.
Dueling Chatter
Prerequisite: favorite skill Expression
Activation: None
Level: 1
This simple stunt enables the user to tell one sentence per turn without wasting an action. The enemy will certainly hear it regardless of what they do. The other effects of this stunt are simply too complicated to describe upfront.
Leadership Stunts
All following stunts have Leadership among favorite skills as a prerequisite.
Decisive Order
Activation: 1 Mana
Level: Varies
This stunt allows user to shout a simple order during a battle and the strength of your personality will inspire them to perform the order with excellence. Mechanics of this stunt depend on the order in question and the situation. Sometimes it is as simple as an opposed Leadership roll. In other times the user inspires the troops to fight more valiantly. That means that they use an average of their dice pools and user's Charisma + Leadership.
Cost of this stunt equals to the size of the unit you want to issue the order to.
Level 1 About half a dozen characters -- usually either a party or the character's bodyguards
Level 2 A dozen
Level 3 A platoon
Level 4 A brigade
Level 5 An army
Majestic Presence
Prerequisite: favorite skill Leadership with or without Religion (see the final part of the description)
Activation: 1+ Mana
Level: Varies
Mere presence of user of this stunt inspires his or her troops. Number of allies within area of effect (user's choice), up to user's Appearance + Honor per Mana point spent, can either power stunts, gain automatic successes as if they had spent a Mana point or use leader's dice pool for one action. The number of allies that can benefit per one round is equal to number of successes on Wits + Melee roll, however. If number of regained points is less than the maximum, the allies can use the benefit at the later time. The effect lasts for number of rounds equal to user's Leadership score. If at the end of the duration there are still unused points, the allies that have fewest Mana points remaining regain one Mana point, up to the maximum, provided that they have less Mana than the leader.
This stunts affects only characters of lower Appearance and Honor than the user.
Note: Honor is extremely important warrior power, which will be detailed in the next post.
Obviously only one character in battle can use this stunt. Consequent use of this stunt is possible only if the next user has more dots on Appearance + Honor and the effect of the stunt is just the difference between former and latter user's Appearance + Honor.
Range of this stunt depends on cost paid. At level one only character's allies and bodyguards are affected and only at thrown range. At level two any subordinate within close range can benefit. At level three the range is thrown etc.. Finally at level five people anywhere on the battlefield can benefit. Either way the user's individual allies and bodyguards benefit at a range category farther than other characters. Also, named (individual) allies and player characters are exception to the Appearance and Honor rule above -- they may benefit from this stunt regardless of their Appearance and Honor ratings.
If the leader also has Religion among checked (favorite) abilities then this stunt can also power divine blessings.
Blessing of the Strong Arm
Activation: None to activate the aura, one Mana per strike to inflict damage
Level: Varies
The very presence of the commander inspires the troops to fight with greater zeal. As above, this aura affects only characters of lower Charisma and Honor. Recipients of this aura gain ability similar to Might of the Ancients power (below). It functions identically to the power, except that Mana for activating it can come from either the commander or the subordinate and the Might roll is made with commander's Charisma + Leadership. Range of this aura depends on the cost paid (see below), but characters at the next greater range can benefit from it as well, except that the roll is made at -1 die. Anyway, in order to benefit from this power the subordinate must recognize the owner of the aura as his or her leader and be aware of their presence. In order to be able to pay the activation cost, the owner must be aware of the attack the subordinate is about to make.
As noted above range of the aura depends on the stunt level cost paid, identically to the previous stunt.
Melee Stunts
a.k.a. sweeps, combos and other ways to kill
All following stunts have Melee among favorite skills as a prerequisite.
Caramon's Backpack (Caramon's Mobile Armory)
Activation: 1 Mana
Level: 1
In his backpack Caramon always has a spare weapon or three. Should any of his companions need a spare weapon, he can roll Wits + Melee and on one success he pulls a size one weapon (knife, dagger, hatchet), on two successes he pulls a size 2 weapon (hammer, mace, gladius) and on four successes in oWoD and Scion variation and three successes in nWoD variation he pulls a size 3 weapon (warhammer, longsword, battle ax). These weapons are of course not magical.
Sword and Ax Stunts
Missile Parry
Activation: None
Level: 2
In general only characters using shields can parry missiles. Character who takes this stunt can parry missiles fired from thrown range or longer as if they were melee weapons. Missile fire from point blank range incurs same bonuses, however.
There Can be Only One
Activation: 1 Mana
Level: 3
OK, you wanna finish the fight quick and take the enemy's head off? Here's how you do it. You spend a Mana point (regardless of succeeding) and you roll for an attack with Dexterity prerequisite, at -2 dice difficulty. You need two successes beyond defense (if any) and you need to score at least three health levels of damage after the soak in oWoD and Scion variation and two health levels in nWoD variation. If you succeed the opponent is dead. If not, well, if you don't score enough health levels of damage it is aggravated. If you score less than two successes over defense on attack roll, proceed as if the attack was normal (and you inflict normal damage).
Single Edge Weapon Stunts
Wide Sweep (C-sweep)
Activation: 1 Mana
Level: 2
This is a basic sweep. As with all sweeps the user attacks opponents from right to left (if he is right handed) that stand in front of him or to the flank. (The opposite direction is also possible, but the attack is slightly shorter.) It covers roughly 90 degrees.
As with all sweeps it is extremely vulnerable to parry. Should one of the attacked successfully parry all the remaining, who were not hit, gain one advantage on the user. It also needs to be noted that every success rolled on soak above the amount of damage the attacker achieves after the soak incurs a cumulative -1 die penalty to the following attacks, although the attacker can spend a Mana point to avoid this penalty.
For example: Kahriman, an unruly barbarian closes on four Imperial guardsmen on plains near Kamadurn. The guardsmen (heavy infantry) have a modicum of honor (Honor 2) so they decide not to encircle him. They distribute forward and on his flanks. Kahriman, seeing that he'll have a long fight on his hands, decides to use his most powerful attack up front, which of course is C-sweep. The GM declares that he can strike only three of the guards, but Kahriman decides to go on with the attack relying on superior size of his weapon. He spends a Mana point and rolls to hit. Kahriman has Strength 3 and a heavy axe (Size 4) which he carries in two hands. The guards are armed with standard Imperial gladii, chainmail and Imperial bucklers (Defense: 2). So Kahriman rolls his Strength + Melee (total of 6 dice) and since guardsmen have miniscule gladii (Size 2) they suffer a -1 penalty to their Shield + Melee dice pools (for total of three dice). The first guard has no chance to match Kahriman's 4 successes for total of 6 damage. He manages to soak one of these, but it makes little difference -- the first guard is dead like punk. Against the second guard Kahriman rolls only two successes, but the guard rolls only one. Kahriman scores another hit for 4 damage. The GM asks Kahriman's player if he spends a Mana point for an automatic success, but he declines. The GM rolls two successes on soak roll and decides to be evil. He declares that the guard uses a Mana point to gain a third success. What means is that the guardsman is cut for only one health level, but also that Kahriman's blade looses some of its momentum. Suddenly Kahriman's dice pool of 4 dice doesn't looks that impressive. Kahriman's player considers spending a Mana point to nullify this penalty, but decides against it thinking he might do an another sweep later. He rolls his 4 dice and gets 2 successes. The GM also rolls 2 successes -- a perfect match. Kahriman's player tries to spend one Mana point for an automatic success, but fails to. This leaves the final guard with clear opening. He seizes it and steps well inside the range of Kahriman's axe.
Kahriman could smell his own blood even before the sword hit.
Spinning Sweep (U-sweep)
Activation: 1 or 2 Mana
Prerequisite: C-sweep
Prerequisite: favorite skill Dance
Level: 2 (that is on top of cost of C-sweep)
This attack is simply a greatly extended version of of C-sweep. It begins in front of the user and hits enemies in 180 degrees arc. It requires the user to spin around the axis. That generally requires no roll, but does count an action. That means that the attacker must either take a -1 die difficulty penalty or spend an additional Mana point (if significant sometime around the middle of the sweep).
In the end, if the beginning opponent is still alive and has sustained less than two health levels of damage he or she gains two advantages on user of this stunt.
Whirlwind Attack
Prerequisite: U-sweep
Prerequisite: favorite skill Dance
Activation: All Mana
Level: 1 (that is on top of cost of C-sweep and U-sweep, for total of 5 levels)
OK, we all played WarCraft III, haven't we?
The attacker maintains the initiative as long as he has Mana to burn (at rate of one spin per Mana point). In the end the attacker becomes practically helpless, giving away one advantage per two spins. Otherwise the stunt functions just like one lengthy C-sweep.
Double Sweep (D-sweep)
Activation: 2 Mana
Prerequisite: C-sweep
Level: 2 (that is on top of cost of C-sweep)
Arguably more sensible than U-sweep, this attack actually consists of two C-sweeps. First one hits from the middle to right flank (if the user is right handed) and the second one from left flank to center. Yes, that means that the central opponent is attacked twice.
Double Edge Weapon Stunts
Wide Sweep (J-sweep)
Activation: 1 Mana
Level: 2
This attack is in all manners similar to C-sweep above, except one. Since single edge swords are more clumsy than single edge ones, this attack must either begin at center and end on right flank or is shortened as if it was done in counter direction.
This stunt is actually so similar to the namesake above that if character switches for whatever reason from single edge to double edge sword or vice versa, he or she can switch between C-sweep and J-sweep.
All-Round Sweep (O-sweep)
Activation: 1 Mana
Prerequisite: J-sweep
Level: 2 (that is on top of cost of J-sweep)
The main advantage of double-edged swords is that they need not be turned or their user needs not spin to attack people all around. This stunt is similar to J-sweep except that it attacks target all around the user.
Power Sweep (Q-sweep)
Activation: 2 Mana
Prerequisite: O-sweep
Level: 0 (that is comes for free with O-sweep)
For one additional Mana point O-sweep gains an ability to hit front opponent twice, just like D-sweep. In all other respects it works just like O-sweep.
Triple Strike (Elven name: the Dream)
Activation: 1 Mana
Level: 3
Unlike sweeps, this stunt suffers little if successfully parried. Otherwise, it's pretty simple. The attacker spends a Mana point and launches an attack first against an opponent to the left flank (if right handed), then to the right and then in front of him. The attacker may chose to save all gathered advantages for the final attack.
Northern Cross
Activation: 1 Mana
Prerequisite: Triple Strike
Prerequisite: favorite skill Alertness
Level: 1 (that is on top of cost of Triple Strike)
Works same as Triple Strike except that after flank attacks the user attacks an enemy behind him before attacking the opponent in front. (The attack against the opponent behind has Alertness prerequisite.)
Dwarven Stunts
Thunderbolt
Activation: 1 or 0 Mana + 1 Mana if needed
Level: 2
Prerequisite: favorite skill Thrown
Another dwarven invention. It is also known as Cowards' Blight. This simple stunt enables the user to throw his or her mace or warhammer as if it was a throwing weapons. If it hits, it dazzles the target for a round per health level of damage. If the target is advancing towards the user, cost of activating this stunt is one Mana. If he or she is fleeing, it can be activated for free.
Second Mana point is for dwarf to have a spare warhammer in the backpack once he or she has thrown the original one. Of course, the spare one is plain vanilla warhammer without extra background levels.
Earthquake
Activation: 1 Mana
Level: 2 or 4
Legendary attack of dwarven warriors. The user simply slams the ground and the resulting shocks stuns the enemies. It causes blunt damage to all who were around the place of impact as if it was a normal hit and breaks the unit. Effectively it gives the user a number of individual attacks against the opponents, one per success of damage on initial activation roll, up to the number of opponents. Total number of attacks that can be launched against an individual opponent equals to the health levels that character suffered on initial attack.
These attacks take a round each to perform. The enemies that were hit stay stunned during that time.
Range of this stunt depends on cost paid. At level two it affects everyone right next to place of impact, while at level four it looses potency at rate of one success per step.
Elven Stunts
All following stunts have Archery among favorite skills as a prerequisite.
Multiarrow
Activation: 1 Mana
Level: 2+
We've all played Diablo, haven't we? This stunt is pretty straight-forward, the user spends a Mana point and fires a number of arrows equal to the stunt level against as many opponents. The attacks are resolved as if the arrows were fired by different shooters.
Under no circumstances more than one of these arrows strike a same opponent.
Messenger Arrow
Activation: 0-1 Mana
Level: 1-3
At level one the archer can simply attach a written message to an arrow. This version of the stunt costs nothing to activate if the archer has the message on hand.
At level two the arrow plays a characteristic sound easily recognized by archer's comrades. At level three the arrow emits the light as well. These applications require a Mana point to activate.
Either way the archer know exactly where to fire the arrow.
Dishonest Stunts
These stunts have in common only one thing -- successful or not, they fill honorable characters with righteous rage, based on their Honor rating.
Sleight of Hand
Activation: 1 Mana
Prerequisite: favorite skill Larceny
Level: 1-3
Signature stunt of thieves, this stunt differs in only a minor way from standard pickpocketing. It allows a user to snatch something retroactively. In effect it allows the user to snatch something he or she "knew" that would be useful. The item is assumed to have been in character possession all the time, just that the character had no reason or forgot to use it.
Level of this stunt equals the size of the pick-pocketed object.
Level 1 Small flask, bag with dozen coins, dagger or knife
Level 2 Scroll, large purse of gold, gladius
Level 3 Sword, scepter, tray
Quick Ambush
Activation: 1 Mana
Level: 2
Prerequisite: favorite skill Stealth
Each ambush requires some time to set up, depending on circumstances. This stunt allows the user to reduce the time needed to set an ambush up by one time unit by one per success on Intelligence + Stealth. So, two successes reduce the time needed to set an ambush up from hours to scenes, scenes to minutes depending on the circumstances. Speed cannot be reduced below momentary, but any remaining successes (which would reduce the speed below a round) can reduce effective alarm the victim can make (but not below their Wits rating).
Mass Ambush
Activation: 1 Mana
Level: Varies
Prerequisite: favorite skills Stealth and Leadership
Normally setting an ambush up for numerous participants takes both additional time and a number of successes just to set an ambush up and then it is up to the skill of the individual participants to pull the ambush off. With this stunt, however, this action becomes the individual action of the user.
Level of the stunt determines the size of the unit that can be covered by the individual action. At level one it is only user's fighting partner (evil twin, chief bodyguard etc.), at level two all of his/her bodyguards, at level three -- basic unit and so on.
If the user also has Quick Ambush, activating it costs no extra Mana, but it is unlikely that it can reduce the time it takes for the ambush to be prepared by more than a category.
Low Blow / Dirty Fighting
Activation: None (available once per fight)
Level: 2
Prerequisite: favorite skill Brawl
There are literally thousands of ways how this stunt can be used (and in fact its versatility is its main advantage). Seductive touch followed by knee in the groin, throwing sand into the eyes, reflecting sun off the blade into the ayas of the opponent... Different method is appropriate for different circumstances and brings different advantages, but same stunt is always used. And all depends on guile of the user and gullibility of the victim.
Mechanically, the user of this stunt makes a Subterfuge roll vs. victim's Alertness. Excess successes translate into advantages gained (or regained) or blunt damage, which also stun the victim. Different applications may have different prerequisite or dice pools, but all of them require Subterfuge.
Victims of this stunt tend to remember the successful uses for the rest of their lives and tend to regain Mana Every time they encounter the user in battle and are hard pressed to cooperate with those who fooled them.
Social Stunts
Stunts are not exclusive providence of warriors. Skilled diplomats, politicians and manipulators can use them as effectively. Unsurprisingly Empathy talent has most stunts of this kind.
Note for Scion version: While many effects of these stunts overlap with Knacks from Scion, there are two things a potential user should know. First these rules predate Scion and the overlaps are merely coincidental. After all, like Scion developers I too have been playing White Wolf games for years. More importantly, in Scion Knacks and Epic Attributes are about how much the protagonist are more powerful than mortals. On the other hand in Dungeon: the Dragon characters are mortals and therefore neither stunts nor powers give extra successes or extra dice. All stunts and powers do is either mitigate circumstantial penalties or increase effects per success once one side wins the opposed roll. For instance in Scion a character with Overt Order rolls Manipulation + Command, add automatic successes from Epic Manipulation vs. mortal's Intelligence + Integrity and then counts extra successes. In Dungeon: the Dragon a character with Dominate only rolls Manipulation + Command vs. Intelligence + Integrity and if he or she wins the roll, then the stunt increases strength of persuasion gained per success.
Dominate
Activation: 1 Mana
Prerequisite: favorite skill Expression (or Command)
Level: Varies
Using this stunt the character can force his or her will on someone. System is simple, the user rolls Manipulation + Expression and needs a number of successes equal to successes on target's Intelligence + Integrity. The level of the stunt depends how outrageous the effect is. At first level the user can force someone to quickly and quietly provide something he or she is already entitled to, while at fifth, well... you don't need to see our identifications.
Read People
Activation: 1 Mana
Prerequisite: favorite skill Etiquette
Level: 1
This simple stunt enables the user to quickly obtain information on human relationships that hours of mingling and chatting would provide. The roll is made by simple Intelligence + Etiquette vs. Subterfuge roll where needed.
Rant Like House
Activation: 1 Mana
Prerequisite: favorite skill Intuition
Level: 2 or 3
By starting from obvious facts and ranting progressively more and more arbitrary statements, the user of this stunt can reconstruct events that took place. By rolling Intelligence + Intuition (vs. Intelligence + Subterfuge if there are any false leads planted) the character can deduce what exactly took place.
At level three, the user of this stunt can also run like hell (or use any other appropriate method of transportation) and he or she will arrive just in time to stop whatever crime or tragedy that needs to be stopped.
Empathy Stunts
All following stunts have Empathy among favorite skills as a prerequisite.
Detect Lie
Activation: 1 Mana
Level: 3
This stunt requires years of practice and its practitioners are respected and feared almost as wizards.
Anyone can tell when he or she is lied to (on a simple Intelligence + Intuition roll), but only characters with this stunt can tell exactly what lies are. This stunt detects as many false statements as the number of sucesses the user can roll on Intelligence + Empathy.
Truthtale
Activation: 1 Mana
Prerequisite: Detect Lie
Level: 2 (that is on top of cost of Detect Lie for total of five levels)
This stunt functions exactly like the above, but it forces the target to tell only truth at least technically. If the target is aware that is under the effects of this stunt he or she may choose not to speak or skip important information, but simply cannot tell a lie unless is able to win a Wits + Subterfuge roll vs. Intelligence + Empathy.
In either case, the user of this stunt can tell if firing this stunt was successful.
Find Motive
Activation: 1 Mana
Level: 2
With a simple Charisma + Empathy roll the user can find exact motive why someone is doing what he or she is doing it after just a few moments.
Emotional Residue
Activation: 1 Mana
Level: 2
This stunt borders sorcery. It enables the user to sense emotional residue on places and items. The number of successes determines how far in the past the user can delve.
Sample powers will be posted in next message.