Rules Reference

Stunt Tables

Character Background Options

MAJOR ACTIONS
MINOR ACTIONS
ALL-OUT ATTACK ACTIVATE
You attack one adjacent enemy in hand-to-hand combat, throwing the full weight of your Strength behind the attack even though your ability to react to counterattacks will suffer. If you hit, you do +1 damage, but whether or not this attack hits, you suffer –1 to your Defense until your next turn. This action allows you to start using certain powers or items, such as fighting styles and potions.
CHARGE AIM
You may move up to half your Speed (rounded down) in yards and then make a melee attack against an adjacent enemy. You gain a +1 bonus on your attack roll. You take the measure of your opponent and plan your next strike. If your next action is a melee attack or ranged attack, you gain a +1 bonus on your attack roll.
DEFEND CIRCLE
You concentrate on defending yourself this round. Until the beginning of your next turn, you gain a +2 bonus to your Defense. The flying character circles above the battlefield at a low altitude, moving a number of yards equal to their Flying Speed. Ranged attacks from the ground add 20 yards to the horizontal distance from the shooter to the target to represent the height of the flier. A circling character can attack other circling characters at no penalty. A character must start their turn flying to circle.
DIVE FLY
A character that was circling or flying high the previous round can dive this round. A character that was circling can move a number of yards equal to their Flying Speed and make a melee attack against an opponent on the ground. A character that was flying high can move a number of yards equal to double their Flying Speed and make a melee attack against an opponent circling or on the ground. In either case the attack can take place at any point in the character’s movement and receives +1 bonus on the melee attack roll and damage roll. At the end of the dive the character is roughly 3 yards off the ground, just as if they had taken the fly action. The character moves a distance equal to their Flying Speed. The character is roughly 3 yards off the ground and can be attacked in melee by opponents on the ground. The character’s own melee attack rolls receive a +1 bonus vs. opponents on the ground due to the height advantage. A character can choose to land after flying, in which case the normal rules once again apply. A prone character cannot fly until they take a move action to stand up first.
FLY HIGH GUARD UP
The character can move a number of yards equal to their Flying Speed while climbing far above the battlefield. While flying high, the character can neither attack nor be attacked (even by other characters flying high). A character must start their turn circling to fly high. You put your skill to use balancing action and defense. Add +1 or +2 (your choice) to your Defense until the end of this round. However, you suffer the amount you choose as a penalty to all tests you make, even opposed tests, for the remainder of the current round as well. (This is a key difference between the guard up and defend actions. Guard up only lasts until the end of the round, where defend lasts until the beginning of your next turn.) If you choose this minor action, you must do it before any major action you take this turn.
HEAL MOVE
You provide some quick first aid to an injured ally. You must be adjacent to your ally and you must have bandages ready. This is a TN 11 Cunning (Healing) test. If you are successful, your ally gets back an amount of Health equal to the Dragon Die + your Cunning. A character cannot benefit from another heal action until he takes additional damage. You can move up to your Speed in yards. You can also go prone, stand up, or mount a horse or vehicle, but if you do so you can only move at half Speed (rounded down). If you start a round prone and do not stand up, you may only move at half Speed.
MELEE ATTACK PREPARE
You attack one adjacent enemy in hand-to-hand combat. An enemy within 2 yards of you is considered adjacent. You pick one major action that you prepare to execute and then end your turn. Any time until your next turn, you can interrupt another character and take your prepared action immediately. If you don’t use it by your next turn, the action is lost. You cannot take the prepared action if you’ve already taken a major action on your turn.
RANGED ATTACK PRESS THE ATTACK
You fire or throw a missile weapon at one visible enemy within range. You stand ready to pursue an enemy if they should fall back or flee your blows. Declare an adjacent enemy combatant when you do this action. Until the beginning of your next turn, if that enemy moves away from you, you may immediately move up to your Speed in yards in direct pursuit of that enemy at no additional cost in actions. This occurs immediately after your foe’s movement, before he can do anything else. However, you can only use this minor action on an enemy you have already successfully struck in melee combat this turn (whether you inflicted damage or not). When you make your move, it need not bring you adjacent to that enemy if you can’t go that fast. In that case, you simply move as far as you can before stopping. You are free to forego some or all of the movement this action allows when your enemy triggers it, if you wish.
RUN READY
You can move up to double your Speed in yards. You cannot take this action if you are prone (you’d need to use the Move action to stand up first). You can unsheathe a weapon, pull out a potion, or otherwise ready an item that is stowed. As part of this action, you can put away something already in hand. You could thus put away your bow and a draw a sword, for example.
STAND FIRM
You lower your weight and prepare to resist any and all efforts to move you from the place where you stand. Until the beginning of your next turn, any enemy who uses the Skirmish or Knock Prone stunts to move you or knock you to the ground must succeed in an opposed test pitting their Strength (Might) vs. your choice of your own Strength (Might) or Dexterity (Acrobatics) in order to move you or knock you prone. This test can only be attempted after your opponent spends the relevant stunt points, which are nevertheless expended to no effect if you win the test. An opponent who attempts to Skirmish you more than once as part of a single attack (to move you more than 2 yards) only makes a single opposed test against you, with all of the skirmishing movement hanging in the balance.
MAJOR ACTIONS
MINOR ACTIONS
ALL-OUT ATTACK ACTIVATE
You attack one adjacent enemy in hand-to-hand combat, throwing the full weight of your Strength behind the attack even though your ability to react to counterattacks will suffer. If you hit, you do +1 damage, but whether or not this attack hits, you suffer –1 to your Defense until your next turn. This action allows you to start using certain powers or items, such as fighting styles and potions.
CHARGE AIM
You may move up to half your Speed (rounded down) in yards and then make a melee attack against an adjacent enemy. You gain a +1 bonus on your attack roll. You take the measure of your opponent and plan your next strike. If your next action is a melee attack or ranged attack, you gain a +1 bonus on your attack roll.
DEFEND CIRCLE
You concentrate on defending yourself this round. Until the beginning of your next turn, you gain a +2 bonus to your Defense. The flying character circles above the battlefield at a low altitude, moving a number of yards equal to their Flying Speed. Ranged attacks from the ground add 20 yards to the horizontal distance from the shooter to the target to represent the height of the flier. A circling character can attack other circling characters at no penalty. A character must start their turn flying to circle.
DIVE FLY
A character that was circling or flying high the previous round can dive this round. A character that was circling can move a number of yards equal to their Flying Speed and make a melee attack against an opponent on the ground. A character that was flying high can move a number of yards equal to double their Flying Speed and make a melee attack against an opponent circling or on the ground. In either case the attack can take place at any point in the character’s movement and receives +1 bonus on the melee attack roll and damage roll. At the end of the dive the character is roughly 3 yards off the ground, just as if they had taken the fly action. The character moves a distance equal to their Flying Speed. The character is roughly 3 yards off the ground and can be attacked in melee by opponents on the ground. The character’s own melee attack rolls receive a +1 bonus vs. opponents on the ground due to the height advantage. A character can choose to land after flying, in which case the normal rules once again apply. A prone character cannot fly until they take a move action to stand up first.
FLY HIGH GUARD UP
The character can move a number of yards equal to their Flying Speed while climbing far above the battlefield. While flying high, the character can neither attack nor be attacked (even by other characters flying high). A character must start their turn circling to fly high. You put your skill to use balancing action and defense. Add +1 or +2 (your choice) to your Defense until the end of this round. However, you suffer the amount you choose as a penalty to all tests you make, even opposed tests, for the remainder of the current round as well. (This is a key difference between the guard up and defend actions. Guard up only lasts until the end of the round, where defend lasts until the beginning of your next turn.) If you choose this minor action, you must do it before any major action you take this turn.
HEAL MOVE
You provide some quick first aid to an injured ally. You must be adjacent to your ally and you must have bandages ready. This is a TN 11 Cunning (Healing) test. If you are successful, your ally gets back an amount of Health equal to the Dragon Die + your Cunning. A character cannot benefit from another heal action until he takes additional damage. You can move up to your Speed in yards. You can also go prone, stand up, or mount a horse or vehicle, but if you do so you can only move at half Speed (rounded down). If you start a round prone and do not stand up, you may only move at half Speed.
MELEE ATTACK PREPARE
You attack one adjacent enemy in hand-to-hand combat. An enemy within 2 yards of you is considered adjacent. You pick one major action that you prepare to execute and then end your turn. Any time until your next turn, you can interrupt another character and take your prepared action immediately. If you don’t use it by your next turn, the action is lost. You cannot take the prepared action if you’ve already taken a major action on your turn.
PRESS THE ATTACK
You stand ready to pursue an enemy if they should fall back or flee your blows. Declare an adjacent enemy combatant when you do this action. Until the beginning of your next turn, if that enemy moves away from you, you may immediately move up to your Speed in yards in direct pursuit of that enemy at no additional cost in actions. This occurs immediately after your foe’s movement, before he can do anything else. However, you can only use this minor action on an enemy you have already successfully struck in melee combat this turn (whether you inflicted damage or not). When you make your move, it need not bring you adjacent to that enemy if you can’t go that fast. In that case, you simply move as far as you can before stopping. You are free to forego some or all of the movement this action allows when your enemy triggers it, if you wish.
READY
You can unsheathe a weapon, pull out a potion, or otherwise ready an item that is stowed. As part of this action, you can put away something already in hand. You could thus put away your bow and a draw a sword, for example.
STAND FIRM
You lower your weight and prepare to resist any and all efforts to move you from the place where you stand. Until the beginning of your next turn, any enemy who uses the Skirmish or Knock Prone stunts to move you or knock you to the ground must succeed in an opposed test pitting their Strength (Might) vs. your choice of your own Strength (Might) or Dexterity (Acrobatics) in order to move you or knock you prone. This test can only be attempted after your opponent spends the relevant stunt points, which are nevertheless expended to no effect if you win the test. An opponent who attempts to Skirmish you more than once as part of a single attack (to move you more than 2 yards) only makes a single opposed test against you, with all of the skirmishing movement hanging in the balance.

Rules Reference

Dragon Age RPG SilverSeraph SilverSeraph