Stunts in Savage Worlds

The Set 2 Beta for Dragon Age introduces roleplay and exploration stunts. The concept is that if you succeed and generate stunt points, then you might get something interesting or extra out of it. That is nice in it creates some fun things the GM can use to keep the game interesting.

The idea and 95% of the material below is from the Dragon Age RPG Set 2 Open Playtest Document. Copyright 2010 Green Ronin Publishing, LLC. Go buy Dragon Age RPG – it rocks!

Exploration Stunts

The following stunts can be used by any character for the number of raises indicated (each raise is a Stunt Point – SP)

SP Cost Stunt
1 Advantageous Positioning: You make your discovery from an advantageous position of your
choice, up to 2 yards away from the place that would normally lead to your discovery with respect to the object of your test. You may wait until the GM describes what you’ve found, if relevant, before you choose your position. This stunt can be used multiple times on the same test if you have enough Raises
1 Efficient Search: If resources of any kind are typically consumed in the course of your test, you use only half as much as would be normal.
1 Speedy Search: You complete your test in half the time it would otherwise take.
2 That Makes Me Wonder: You may immediately make another Notice check, at no additional cost
in time or resources, to discover more information about your surroundings, or the object of your test. This bonus test must use a different focus from the first test, however, and doubles on this bonus test do not give rise to stunt points. The two tests are assumed to transpire simultaneously, not one after the other. If there is nothing additional to discover, the stunt is wasted, but the GM will not prevent you from choosing this stunt even when there is nothing additional to learn.
2 The Object of your Attention: You receive a +1 bonus to further tests to examine or perceive
additional aspects of the object of your test until the time or venue changes.
3 The Upper Hand: If your discoveries lead to combat within a moment or two, you receive an additional initiative card
3 Resources at Hand: Choose a focus that you don’t have, that falls under the same ability as the test
you’re making. You are considered to have that focus until the time or venue changes. The GM may
require that you explain how this bonus arises from the environment. – Need to Savage this in some way
3 With a Flourish: The manner of your success is impressive to those who are nearby to watch you. You have a +1 bonus to opposed tests against those who witnesses your brilliance until the time or venue changes.

Roleplaying Stunts

The following stunts can be used by any character for the number of raises indicated (each raise is a Stunt Point – SP)

SP Cost Stunt
1 Bon Mot: You tag the perfect witty remark onto the end of your action, affecting all those who hear it that much more deeply. If you can’t think of one, the rest of the players and GM quickly brainstorm options, and you choose among them. Word of your wit is likely to spread, for good or ill.
1 And Another Thing: You manage to weave a second thrust of conversation into the primary
interaction that called for the test, if your description supports it. If relevant, you may make an additional test as part of your action, before anyone else has a chance to respond or make any tests or arguments of their own.
1 Sway the Crowd: Your interpersonal efforts are so effective that they spill over onto others in the area, and you affect one additional person of your choice past the original target. You may use this stunt multiple times on the same roll. However, if the test that gave rise to this stunt was an opposed test you may not expand the effect to anyone who has a higher ability + focus total than the original target.
1 Stunned Silence: You are so impressive that you leave all those who witness your display completely dumbfounded and unable to speak for at least a full round. Outside combat, this lasts, at the very least, for long enough for your character to begin to do something else.
2 Flirt: Choose one character who’s present and immediately make an opposed Communications
(Seduction) vs. Willpower (Self-Discipline) test. If you win, that character becomes enamored with yours. What exactly this means in the moment and how it might play out (or fall apart) in the long run are up to the GM, and depend on how you continue to act, but if you’re successful, you’ve created an opening for romantic opportunities. – Need to Savage this
2 Jest: You turn a phrase, twist your expression, or make some other comic motion that leads those nearby to laugh, or at the very least, stifle their snorts. Any NPC who wishes to avoid laughing must make a Spirit, with the exception—at the GM’s discretion—of any NPC who
you’ve made the butt of your joke.
3 Tower of Will: Your success gives you a sense of your own brilliance and strength of character. For the rest of the current roleplaying exchange, you will have a +1 bonus to any opposed tests where an opponent tries to put you at an emotional disadvantage, such as by intimidating you, impressing you, bargaining with you, and so on.
3 Enrage: You twist the knife, delivering a provocation or insult in such a way that a single NPC you designate must choose between either attacking you or storming away from the scene. If they choose to attack, the assault need not be deadly (although that option is certainly open to the enraged character). Aslap or the throwing of a gauntlet may stand in as an “attack” just as easily.

Stunts in Savage Worlds

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