This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Additional types of Iron Heroes stunts

Started by Pseudoephedrine, August 02, 2007, 05:27:27 PM

Previous topic - Next topic

Pseudoephedrine

Alright, Iron Heroes has a number of things called "Stunts" in it, which are basically templates you can add onto an attack to cause it to do different things, like disrupting a monster's special abilities, knocking scenery onto someone, or getting a boost in speed. Sometimes you need to make a skill check instead of a base attack check to pull these off.

I've been playing Iron Heroes now for a bit, and I'm curious if anyone has any good ideas for more types of stunts.

Here's my own idea:

Spreading Attack (Offensive Stunt):

This stunt uses a full attack action. A PC may choose to aim his attack out so that multiple opponents are damaged - his arrow might pierce through one opponent and hit another, a falling chandelier might knock out multiple opponents, he might leap into two opponents to bowl them over, etc. The targets must be adjacent to one another or sharing the same square (for example, creatures in a grapple), and each target beyond the second adds +5 to the DC of the roll.

If a PC fails, the attack fails to hit more than one opponent.

Special:

Fast Completion - a PC may use a standard attack action to complete the stunt in exchange for a -5 on his roll.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

One Horse Town

I did a couple for my short lived IH campaign. I don't have the details to hand at the moment, but i'll post 'em tomorrow.

LeSquide

Quote from: PseudoephedrineAlright, Iron Heroes has a number of things called "Stunts" in it, which are basically templates you can add onto an attack to cause it to do different things, like disrupting a monster's special abilities, knocking scenery onto someone, or getting a boost in speed. Sometimes you need to make a skill check instead of a base attack check to pull these off.

I've been playing Iron Heroes now for a bit, and I'm curious if anyone has any good ideas for more types of stunts.

Here's my own idea:

Spreading Attack (Offensive Stunt):

This stunt uses a full attack action. A PC may choose to aim his attack out so that multiple opponents are damaged - his arrow might pierce through one opponent and hit another, a falling chandelier might knock out multiple opponents, he might leap into two opponents to bowl them over, etc. The targets must be adjacent to one another or sharing the same square (for example, creatures in a grapple), and each target beyond the second adds +5 to the DC of the roll.

If a PC fails, the attack fails to hit more than one opponent.

Special:

Fast Completion - a PC may use a standard attack action to complete the stunt in exchange for a -5 on his roll.

I usually end up allowing PCs to try most things, just at increasing levels of difficulty the further it leaves base competence, so I don't have too many codified. That looks a lot like the Area Attack stunt I use pretty regularly, though.