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Appendix C: Acrobatic Stunts

Specialist Reaction Card (Acrobatic Stunt Action) Acrobat’s Agility RP Cost: 1RP Trigger: You would be forced to make a Physique or Agility Test due to moving or as part of a movement effect Cost: 1 Stunt Die Effect: You are able to use your acrobatic skills to move around the field with ease. You automatically succeed the Test, and until the start of your next Turn, you ignore non-magical Difficult Terrain. Stunt Effect: If the Triggering Action, caused your to move 6m or more, you gain an additional Stunt Die at the start of your next Turn. Specialist Reaction Card (Acrobatic Stunt Action) Acrobat’s Dodge RP Cost: 1RP Trigger: An Attack Roll hits you Cost: 1 Stunt Die Effect: You are skilled at evading enemy blows. Roll you Stunt Die, reducing the Attack Roll by the result, potentially turning the hit into a miss. Stunt Effect: If an Obstacle is within you AoC, you can use it to aid your dodge, you roll the Stunt Die twice using the greater result. Specialist Reaction Card (Acrobatic Stunt Action) Acrobat’s Luck RP Cost: 1RP Trigger: You perform an Acrobatic Stunt that has a chance to generate Stunt Dice before any dice have rolled Cost: 1 Stunt Die Effect: Sometimes luck is on your side. When the d20 is rolled, after Advantage and Disadvantage have been applied, you immediately flip the die. If the flipped result would generate you Stunt Dice the amount gained is doubled and any damage dealt by the Triggering action is doubled. If the flipped result causes you to Critically Fail you gain an additional Mark of Fate, this additional Mark of Fate does not count against your limits of how many you can have simultaneously. Stunt Effect: If the Triggering Stunt would use its Stunt Effect, you can roll two d20 instead of one, flipping both, and choosing which result to use. Specialist Action Card (Acrobatic Stunt Action) Agile Shove AP Cost: 2AP Cost: 1 Stunt Die Target: An entity you can see within Range that you can Shove Range: Your AoC Effect: You force your foe back with lightning speed. The Target must make a Agility Test. Failed Test: The Target is knocked Prone and reduce their Movement speed until the end of their next Turn by a roll of your Stunt Die. You may also Grapple the Target. Failed by 5+: They also gain two Degrees of the Slowed condition. Succeed by 5+: You are knocked Prone and your Movement speed is reduced to 0m until the start of your next Turn. Stunt Effect: If as part of this move you utilise an Obstacle to move off of, or use this action with an Obstacle in your AoC, before the Target is knocked Prone they are pushed 1m away from you, and take damage as if hit by your Unarmed Strikes. You then can move up to your Walking speed. Specialist Action Card (Acrobatic Stunt Action) Flank Breaker AP Cost: 2AP Requirement: You are being Flanked Cost: 1 Stunt Die Effect: You strike to counter your foe’s attempts to flank you. Make a single melee Weapon Attack, using a Weapon with the Finesse Weapon Property, or Unarmed Strike against an entity Flanking you. Hit: Add your Stunt Die to the Damage Roll and Shove the Target in addition to the normal effect of the attack. Until the start of your next Turn, you cannot be Flanked by that entity. Critical Hit: They also gain the Wide Open condition until the start of your next Turn. Critical Fail: You gain the Wide Open condition until the start of your next Turn. Stunt Effect: If you use this action with an Obstacle in your AoC, your Attack Roll is applied to each entity within your AoC as if you had made a separate attack against each of them. Specialist Action Card (Acrobatic Stunt Action) Gap Closer AP Cost: 1AP Cost: 1 Stunt Die Target: An unoccupied space you can see within Range Range: Your Walking speed Effect: You move to the Target space. You can move through occupied spaces without penalties. Stunt Effect: If as part of this move you utilise an Obstacle to move off of, or use this action with an Obstacle in your AoC, you generate 1 Stunt Die and may upon reaching the Target space make a single Unarmed Strike or melee Weapon Attack using a Weapon with the Finesse Weapon Property. If the Attack Roll hits after damage has been dealt, you can Grapple or Shove the Target. Specialist Reaction Card (Acrobatic Stunt Action) Luring Retreat RP Cost: 1RP Trigger: An Attack Roll misses you, or you succeed on a Trait Test to resist or avoid an effect Cost: 1 Stunt Die Effect: You lure the enemy into a useful position. You can move up to your Movement speed, the entity who made the Triggering Attack Roll or Trait Test then may use their reaction (0RP) to also move up to their Movement speed towards you. For the Duration of this reaction, all entities in the Encounter/Scene gain the ability to use the Opportunity Attack reaction, but can only use it against you or the Triggering entity of this reaction. If one or more Opportunity Attacks due to this reaction miss you, you immediately gain a Stunt Die. Stunt Effect: If you moved at least 6m this Turn, Attack Rolls made as part of Opportunity Attacks against you, due to this reaction, are made with Disadvantage. Specialist Action Card (Acrobatic Stunt Action) Strengthened Shove AP Cost: 2AP Cost: 1 Stunt Die Target: An entity you can see within Range that you can Shove Range: Your AoC Effect: You force your foe back with raw strength. The Target must make a Physique Test. Failed Test: The Target is pushed away from you a number of metres equal a roll of your Stunt Die. Failed by 5+: They also gain the Wide Open condition. Succeed by 5+: You are knocked Prone and your Movement speed is reduced to 0m until the start of your next Turn. Stunt Effect: If as part of this move you utilise an Obstacle to move off of, or use this action with an Obstacle in your AoC, after the Target is pushed they are knocked Prone, and take damage as if hit by your Unarmed Strikes. You then can move up to half your Walking speed. Specialist Reaction Card (Acrobatic Stunt Action) Stunt Strike RP Cost: 1RP Requirement: You have not yet made a Specialist Attack this Turn Trigger: You hit with a Weapon Attack or Unarmed Strike Cost: 1 Stunt Die Effect: You use you acrobatic skills to enhance the strike. This attack counts as a Specialist Attack. Stunt Effect: If the Triggering attack was part of an action benefiting from a Stunt Effect, you can add the Stunt Die to the Damage Roll. You can also treat this Stunt Die as a Specialist Attack Die for using Specialist Techniques. Specialist Reaction Card (Acrobatic Stunt Action) Tumble RP Cost: 1RP Trigger: You either land after a Fall or take an action that allows you to move Cost: 1 Stunt Die Effect (Falling Trigger): You roll to break the fall. Reduce the distance you  are considered to have fallen when calculating damage by a number of metres equal to your Specialist Level. Effect (Movement Trigger): You roll past your foes. For this action your Movement speed is halved, it does not Trigger Opportunity Attacks, but you can move through a space two Size Categories smaller than you without squeezing, and an move through spaces occupied by entities no matter their Size Category without a penalty to your speed. Stunt Effect: If the Triggering action or the next action made this Turn was/is benefiting from a Stunt Effect, you have Advantage on the next Agility Test to resist or avoid an effect you make before the start of your next Turn. Specialist Reaction Card (Acrobatic Stunt Action) Coiled Potential RP Cost: 1RP Trigger: The start of a Turn Cost: 1+ Stunt Dice Effect: You build potential for incoming danger. You gain XRP, where X equals the number of expended Stunt Dice. These RP do not count against the number you can maintain at once, any of these unspent RP are lost at the end of the Encounter/Scene. If you use this action whilst you have RP from a previous use of this action, the previously bestowed RP are lost. Specialist Action Card (Acrobatic Stunt Action) Gambled Attack AP Cost: 2AP Requirement: You have not made a Specialist Attack this Turn Cost: 1+ Stunt Dice Effect: You risk it all. Make a single melee Weapon Attack, using a Weapon with the Finesse Weapon Property, or Unarmed Strike, with its Critical Failure Scope increasing by 2 for every Stunt Die spent. On a Hit: The attack is considered a Specialist Attack. All Stunt Dice spent are added to the Damage Roll as Specialist Attack Dice. On a Critical Hit:  You gain half the Stunt Dice spent. Stunt Effect: If you have moved at least 6m this Turn, or use this action with an Obstacle within your AoC, this action can be used and count as a Specialist Attack, even if you have made a Specialist Attack this Turn. Specialist Reaction Card (Acrobatic Stunt Action) Gambled Critical RP Cost: 1RP Trigger: You scored a Critical Hit on an Attack Roll Cost: 1+ Stunt Dice Effect: You risk it all. Repeat the Attack Roll, this time with the Critical Hit Scope and Critical Failure Scope increased by the number of expended Stunt Dice. On a Hit: You gain a Stunt Die. The initial Attack Roll is instead considered an Overwhelming Blow. On a Critical Hit: Resolve the Critical Hit as normal, but after damage has been calculated, double the total damage dealt. On a Critical Failure: The initial Attack Roll is instead considered a miss. You also gain an additional Mark of Fate, this additional Mark of Fate does not count against your limits of how many you can have simultaneously. Stunt Effect: If the Triggering attack was part of an action benefiting from a Stunt Effect, you can add half the expended Stunt Dice to the Damage Roll. You can also treat these added Stunt Dice as a Specialist Attack Die for using Specialist Techniques. Specialist Action Card (Acrobatic Stunt Action) Jump Strikes AP Cost: 2AP Cost: 1+ Stunt Dice Effect: You risk it all. Make a Long/High Jump with the destination of the Jump being an Obstacle. Make a single Attack Roll for a melee Weapon Attack, using a Weapon with the Finesse Weapon Property, or Unarmed Strike. You may use this Attack Roll for the chosen Weapon or Unarmed Strike against the Obstacle you land on and an entity you can hit along the route of your Jump. If you spent more than 1 Stunt Die, for each Stunt Die you can make an additional Jump from one Obstacle to another, repeating the steps above bar that you keep the original Attack Roll. You cannot Jump to the same Obstacle more than once, nor can you make an attack against the same entity more than once with this action. The last Jump does not have to land on a Obstacle. Stunt Effect: If you have moved at least 6m this Turn, you can add the Stunt Die to the Damage Rolls and each Obstacle you land on must make a Physique Test. Failed Test: The Obstacle takes additional Force damage equal to a roll of half the expended Stunt Dice, and if possible are knocked Prone. Specialist Action Card (Acrobatic Stunt Action) Critical Stunt AP Cost: 2AP Cost: 2 Stunt Dice Effect: You make a gamble to captialise on a foe’s weakness. Make a Weapon Attack or Unarmed Strike. On a Hit: Before resolving the Damage Roll, both you and the GG roll your Stunt Die. Your Roll > GG’s Roll: The Attack Roll is considered an automatic Critical Hit and Specialist Attack (even f you already scored a Specialist Attack this Turn). Your Roll = GG’s Roll: You gain 1 Stunt Die. The attack is considered a Specialist Attack if you haven’t had a Specialist Attack this Turn. Your Roll < GG’s Roll: You gain 1 Stunt Die. The damage is for this attack is halved, and if it qualified for a Specialist Attack, the number of Specialist Attack Dice rolled is halved. Stunt Effect: If you move at least 6m, Triggered an Opportunity Attack, or you succeed on a Trait Test you made with Disadvantage this Turn, you have Advantage on the Attack Roll and roll your Stunt Die twice choosing which result to use. Specialist Action Card (Acrobatic Stunt Action) Dazing Grapple AP Cost: 2AP Requirement: You are Grappling an entity Cost: 2 Stunt Dice Effect: You strike an entity you are grappling in the head. An entity you are Grappling must make an Endurance Test. Failed Test: The entity takes Force damage equal to two rolls of your Stunt Die and gains three Degrees of the Dazed condition. Failed by 5+: You gain a Stunt Die, and they take twice as much damage and gain an additional Degree of the condition. Successful Test: They take half as much damage. Succeed by 5+: You are knocked Prone and the entity is no longer Grappled. Stunt Effect: If you use this action whilst an Obstacle is within your AoC, then the Endurance Test is made with Disadvantage. Specialist Action Card (Acrobatic Stunt Action) Mass Trip AP Cost: 2AP Cost: 2 Stunt Dice AoE: Your AoC Effect: You strike foes around you to trip them all. Each entity within the AoE must make an Physique Test. Failed Test: The entity is knocked Prone. Failed by 5+: You gain a Stunt Die, and the entity’s Movement speed is reduced to 0m until the start of your next Turn. You cannot gain more than half your SB Stunt Dice due to this effect. Stunt Effect: If you performed a Jump this Turn and have not moved from where you landed, the AoE becomes a 5m (Near) Radius Sphere, Centred on You, and Physique Tests from this action are made with Disadvantage. Specialist Action/Reaction Card (Acrobatic Stunt Action) Rising Strike AP/RP Cost: 2AP/0RP Trigger (Reaction Only): You used the Drop Prone reaction after you dropped Prone as part of the reaction Cost: 2 Stunt Die Effect: You use you acrobatic skills to enhance the strike. If performed as an action, you become Prone. Make a melee Weapon Attack, with a Weapon with the Finesse Weapon Property, or an Unarmed Strike. Hit: Add a Stunt Die to your Damage Roll. Critical Hit: You get up from Prone and gain a Stunt Die. This does not provoke Opportunity Attacks or expend any movement. Critical Failure: Your Movement speed becomes 0 until the end of your Turn (action) or next Turn (reaction). Stunt Effect: If since the start of your Turn (action) or last Turn (reaction), on a hit, you gain the benefits of the above Critical Hit effect. On a Critical Hit, you now also can move up to half your Walking speed after rising. Specialist Action Card (Acrobatic Stunt Action) Forceful Strike AP Cost: 2AP Cost: 2+ Stunt Dice Effect: You strike to force your enemies back. Make a single melee Weapon Attack, using a Weapon with the Finesse Weapon Property, or Unarmed Strike. On a Hit: Add a Stunt Die to the Damage Roll, and the Target if they are no more than one Size Category larger than you, is pushed a number of metres away from you equal to the roll of your Stunt Die + your Physique/Agility (chosen by you). Stunt Effect: If the push would force the Target to halt their movement from this action, due to colliding with an Obstacle, increase the Damage Roll by the roll of the unrolled Stunt Dice spent as part of the cost + double the number of metres the Target failed to move from the push. The total of the modified Damage Roll is also dealt to the Obstacle as Force damage. Then the Target and Obstacle (if able) are both knocked Prone. Specialist Action Card (Acrobatic Stunt Action) Gambled Barrage AP Cost: 3AP Cost: 2+ Stunt Die Effect: You make a series of strike building up towards a critical blow. Make a single melee Weapon Attack, using a Weapon with the Finesse Weapon Property, or Unarmed Strike. On a Hit: Once the Damage Roll has resolved, make another Weapon Attack or Unarmed Strike, increasing the Critical Hit Scope and Critical Failure Scope of the Attack Roll by 1. Repeat the above until you either move, miss with an Attack Roll, or score X Critical Hits, where X is one less than the number of Stunt Dice spent on this action. On the first Critical Hit, you gain 1 Stunt Die, if you score X Critical Hits you gain double the number of spent Stunt Dice. Stunt Effect: If you have moved at least 6m this Turn or use this action with an Obstacle within your AoC, you can add the Stunt Die to the Damage Rolls and the Critical Failure Scope only increases by 1 on every other Attack Roll.