all 2 chainz does

you might know this one already

STUNT bitch!!!!!!!!

 this is for games where you want the action to be ridiculous and pulp-y. games where you might break your handcuffs by using them to block the killshot. games where you're gonna ride your motorcycle into the governors office and grab him by the tie with so much panache that he capitulates to your terms on the spot.  it's a way to let characters be extremely proficient in most areas without sacrificing the feeling of like. "i'm the knife guy." 

This is especially nice when you're running for one or two people and want to let them cover more skillsets than they'd otherwise be able to without more characters. this is not for games where you want players to frequently hit dead ends or be forced to rely on outside sources for aid. it's also not for games where you want like a bunch of failgirls girlfailing all over themselves.

 I came up with this a couple years ago while running thee unparalleled Starling and Shrike, a game of hyper competent mercenary detectives in a gonzo interwar setting; this is the sort of game where this really shines. 

whenever a player succeeds a roll, give them a 2:6 chance of a Stunt. 

A Stunt is an extra action (free, if you've got some sort of action economy), automatically successful, that follows on the footsteps of a successful action. There must be a causal relationship between the action and the stunt, though the relationship can and should be loose. 

Some time may pass between the initial action and the stunt, but no significant action can be taken between the two; ie, if you'd have to make a roll to do something between the initial action and the stunt, the stunt is lost. For this reason you MUST declare what the stunt is going to be when you first roll it and you can't change it on the fly. 

an example of an immediate stunt: roll to grab a cop's gun > success > stunt > you've grabbed the gun so swiftly that you can shoot the cop point blank as part of the same fluid motion. Here, skill in melee is converted to skill in firearms. 

an example of a delayed stunt: roll to hack a security camera so you can monitor the guard's patrol patterns > success > stunt > grab the keys off the guard's belt at the exact moment when you know he'll be facing away from you. Here, skill in hacking is converted to skill in theft. 

if you got caught getting into position for the key grab and had to bail out a window, the stunt would be lost and you'd roll for the window jump as normal. 

Stunts don't come with a chance of an additional stunt, but allowing them to is a nice way to model extreme proficiency; if you've got a rank two skill you can make a chain of two stunts etc.

2:6 are my odds; figure out what the odds look like for your game; If you're using a dice pool and counting successes on 5-6, you'd Stunt if you roll an excesses success and by the way congrats on your seashore seashell business.  If you're using a d20 resolution mechanic or some other single die situation, just roll 1d6 on a successful roll to check for Stunts. If you want fewer Stunts or if you roll a lot of dice per session, drop the Stunt chance to 1:6

Ciao Bella!

stunt HARDER!!!!!!!!!!!

Comments

  1. HARAJUKU GIRL FROM HELL!!! ALWAYS KISS BUT NEVER TELL!!!

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