Dice Rolling
The default roll in this game will be 3d6 instead of a d20. Damage is rolled as normal based on the equipments stats.
When rolling for attack rolls, any successful roll that includes double's will give the character a number of stunt points equal to the value of the paired dice. For example a roll of 3,4,4 that successfully hits a target will have 4 stunt points. A weapon with a higher critical multiplier or threat range increases the total of the stunt points rolled.
x3 Multiplier = +1 Stunt Point
x4 Multiplier = +2 Stunt Points
19-20 Threat Range = +1 Stunt Points
18-20 Threat Range = +2 Stunt Points
17-20 Threat Range = +3 Stunt Points
15-20 Threat Range = +4 Stunt Points
Stunt Point Table
1 Stunt Point - Skirmish: You can move yourself or the target of your attack 2 feet in any direction for each 1 SP you spend.
1 Stunt Point - Rapid Reload: Immediately reload of crossbow or firearm as a free action for each 1 SP you spend.
2 Stunt Points - Defensive Stance: You gain a +2 to AC and CMD until your next turn.
2 Stunt Points - Mighty Blow: You add a dice of damage to your attacks for each 2 SP spent.
3 Stunt Points - Piercing Attack: You can ignore a targets DR or SR for this attack.
3 Stunt Points - Lightning Attack: You can immediately make a second attack.
4 Stunt Points - Dual Strike: Hit another adjacent target with this attack, roll must be a hit against targets AC or CMD.
5 Stunt Points - Seize the Initiative: Place yourself at the top of the initiative order.
When rolling for attack rolls, any successful roll that includes double's will give the character a number of stunt points equal to the value of the paired dice. For example a roll of 3,4,4 that successfully hits a target will have 4 stunt points. A weapon with a higher critical multiplier or threat range increases the total of the stunt points rolled.
x3 Multiplier = +1 Stunt Point
x4 Multiplier = +2 Stunt Points
19-20 Threat Range = +1 Stunt Points
18-20 Threat Range = +2 Stunt Points
17-20 Threat Range = +3 Stunt Points
15-20 Threat Range = +4 Stunt Points
Stunt Point Table
1 Stunt Point - Skirmish: You can move yourself or the target of your attack 2 feet in any direction for each 1 SP you spend.
1 Stunt Point - Rapid Reload: Immediately reload of crossbow or firearm as a free action for each 1 SP you spend.
2 Stunt Points - Defensive Stance: You gain a +2 to AC and CMD until your next turn.
2 Stunt Points - Mighty Blow: You add a dice of damage to your attacks for each 2 SP spent.
3 Stunt Points - Piercing Attack: You can ignore a targets DR or SR for this attack.
3 Stunt Points - Lightning Attack: You can immediately make a second attack.
4 Stunt Points - Dual Strike: Hit another adjacent target with this attack, roll must be a hit against targets AC or CMD.
5 Stunt Points - Seize the Initiative: Place yourself at the top of the initiative order.
Stat Saves
Instead of using Reflex, Will, and Fortitude Saves, we will be using stat saves from the DnD 5th edition rules.
You will have a STR, DEX, CON, INT, WIS, and CHA save. To calculate these save using the following formula.
STR Save = STR Mod + Base Fort Save + Misc
DEX Save = DEX Mod + Base Ref Save + Misc
CON Save = CON Mod + Base Fort Save + Misc
INT Save = INT Mod + Base Ref Save + Misc
WIS Save = WIS Mod + Base Will Save + Misc
CHA Save = CHA Mod + Base Will Save + Misc
You will have a STR, DEX, CON, INT, WIS, and CHA save. To calculate these save using the following formula.
STR Save = STR Mod + Base Fort Save + Misc
DEX Save = DEX Mod + Base Ref Save + Misc
CON Save = CON Mod + Base Fort Save + Misc
INT Save = INT Mod + Base Ref Save + Misc
WIS Save = WIS Mod + Base Will Save + Misc
CHA Save = CHA Mod + Base Will Save + Misc