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# Stunts

Stunts represent unique abilities or maneuvers that characters can perform, pushing the boundaries of their skills, class capabilities, and magical talents. Each stunt adds a distinct edge in combat, exploration, or social encounters, allowing for deeper specialization and creative problem-solving.

Characters may choose stunts from two primary categories:

- Skill Stunts — Associated with a particular skill, these stunts extend or amplify what the character can achieve through expertise.

- Spell Stunts — Focused on enhancing or modifying spellcasting abilities, providing more versatility and potency to magical effects.

While ELDRA provides a wide range of predefined stunts for each class, skill, and spell, players are encouraged to work with their Game Master (GM) to create custom stunts that fit their character concept and narrative goals. All custom stunts must adhere to the principles of game balance and should be evaluated for fairness and narrative impact.

Stunt Limitations: Characters begin with three general stunts at character creation, and may gain more as they progress. Free People stunts and affinity-granted Spell Stunts are recorded separately and do not use these general slots. Each stunt is a deliberate choice that reflects a character’s training, talents, or supernatural affinity. To prevent excessive power scaling, the GM has the final say on the number and strength of stunts a character can possess.

Creating Custom Stunts: A custom stunt should:

- Enhance a specific skill, class feature, or spell in a meaningful way.

- Remain balanced in relation to existing stunts of the same tier.

- Align with the character’s background and narrative growth.

## Skill Stunts

Skill stunts are tied to a character’s proficiency in specific skills. They allow characters to apply their expertise in new and creative ways, pushing the limits of what is possible with their chosen abilities. These stunts can augment both combat and non-combat scenarios, making characters more versatile and unpredictable.

### Reflex Stunts

Split-Second Dodge
  Once per scene, when you are hit by an attack, you may reduce the damage by 2 and move 2 meters in any direction without provoking opportunity attacks.
Reactive Footwork
  When you successfully defend against an attack using Reflex, you may gain +1 on your next defend roll that requires Reflex.
Slip the Blow
  When an enemy misses you with a melee attack, you may immediately reposition yourself by up to 2 meters as a free action.
Instinctive Guard
  Once per session, when you would suffer a negative effect from a trap, area hazard, or environment, you may negate the effect for 1 round.
Narrow Escape
  Once per scene, when you would be Taken Out by an attack you can see, you can negate all damage.

### Stride Stunts

Relentless Pace Attack
  When you spend at least 2 AP on movement on your turn, you gain +1 bonus to your next physical attack roll.
Driving Advance
  Once per scene, when you move at least 4 meters in a straight line toward an enemy, you gain +2 damage on your next melee attack against that enemy this turn.
Terrain Breaker
  You ignore movement penalties from difficult terrain caused by rubble, mud, snow, shallow water, or similar physical obstacles.
Press the Line
  Once per round, when you move adjacent to an enemy and if the enemy decides to disengage, you can still hit with an opportunity attack.
Enduring March
  When you spend three consecutive turns moving spending 2 AP, you gain resistance to the next source of physical damage you take.

### Burglary Stunts

Silent Entry
  You gain +2 to Burglary rolls made to pick locks or open doors without making noise. You may also ignore minor noise-based detection systems unless actively searched for.
Quick Heist
  Once per scene, you may automatically succeed on a simple lockpicking or trap-disabling task without rolling, provided the difficulty is not higher than your Burglary skill.
Inside Job
  You may create an Advantage using Burglary by analyzing a security system, layout, or pattern of patrols. Gain an extra free invoke on the aspect if you spend 10 minutes or more observing beforehand.
Ghost Hands
  You gain Advantage on Burglary rolls to steal or plant small items on others without them noticing. If successful, the target cannot detect the theft unless aided by magic or a witness.
Trap Whisperer
  You may use Burglary to detect and disarm magical traps if you have previously encountered a similar mechanism. Gain +2 to your roll if you have access to proper tools.

### Contacts Stunts

Old Favor
  Once per session, you may call in a favor from a contact in the area. This favor can take the form of information, minor resources, or access to restricted areas. The GM determines the availability and cost.
Whispers on the Wind
  You gain +2 to Contacts rolls made to gather rumors or secrets in any populated settlement. This bonus applies even if the area is new to you.
Underground Ties
  You may use Contacts to acquire illegal goods or find criminal allies. If successful, you may gain one black-market item or service without requiring a roll for price or legality.
Name-Dropper
  When meeting someone for the first time, you can use Contacts instead of Influence if you have a shared connection. You also gain +1 to all social interactions with them for the rest of the scene.
Mercenary Ties
  You gain a bonus +1 to Contacts rolls when gathering information about groups of mercenaries, sell-swords, or guards to assist with a specific task, such as providing protection or helping in combat.

### Crafts Stunts

Emergency Tinkering
  Once per scene, you may quickly repair or improvise a damaged item, granting it temporary usability for the remainder of the scene. Requires a successful Crafts roll against a difficulty set by the GM.
Custom Fit
  Any item you craft for a specific character gains a +1 bonus to rolls made using that item, as long as it remains in that character’s possession.
Trick of the Trade
  When crafting something related to your specialization (e.g., Alchemy, Smithing), you may reduce either the material cost or workload by 25% (rounded down). You must choose which benefit you apply before starting the task.
Improvised Solution
  You may substitute the Crafts skill for any other non-combat skill once per session when it makes narrative sense (e.g., disabling a trap using alchemical fumes or rigging a distraction device with tools).
One-of-a-Kind
  Once per session, you may declare that a crafted item you produce is uniquely enhanced. Work with the GM to add a minor tag, flair, or situational bonus to the item, such as glowing in the dark, bypassing simple locks, or resisting basic environmental damage.

### Demonism Stunts

Infernal Insight
  Once per scene, you may consult the demonic voice within you. You gain +2 to any Lore(Occult), or Influence roll, as your patron/demon instincts whispers forbidden knowledge into your mind.
Hellfire Channeling
  When casting a spell, you may choose to convert its damage type to fire and add an additional +1d6 bonus damage. This stunt may only be used once per scene.
Demonic Presence
  You gain +2 to all attempts to intimidate mortals. Additionally, those with a Resolve skill lower than yours cannot initiate a social attack against you.
Abyssal Endurance
  When you take stress points from a physical or elemental source, you may reduce the total damage by 4 (to a minimum of 1) as your body momentarily shifts into a hardened infernal form. This may be used once per scene.
Unholy Pact
  You may bind your soul to another willing or helpless creature, allowing you to share senses, pain, or control. You establish the bond, which lasts one hour or until dismissed. You can see through their eyes and hear what they hear, and you may choose to take half of their incoming stress points (rounded down). You cannot have more than one Unholy Pact active.

### Drive Stunts

Drift Master
  You may ignore up to 2 points of penalty when making a Drive check to maneuver through tight spaces, sharp turns, or unstable ground with land-based vehicles.
Beast Whisperer
  When riding or commanding a beast (e.g., horse, direwolf), you gain +1 to Drive (Beast) checks and can calm a panicked mount for 1 AP.
Storm Rider
  You gain +2 to Drive (Ship) checks made during dangerous weather or while navigating through rough seas.
Combat Driver
  Once per scene, you may perform a special combat maneuver with a vehicle or mount—such as ramming, disarming, or blocking—using your Drive skill instead of Fight or Reflex. The effect must be approved by the GM and fit the situation.
Engine Intuition
  You can instantly assess the condition of any vehicle, mount, or ship you can observe. Additionally, once per session, you may gain Advantage on a Drive roll after describing how you use that insight to exploit the vehicle’s or creature’s full potential.

### Fight Stunts

Weapon Expert
  You gain +1 to the physical damage you dealt when using a weapon you are specialized in. If you are not specialized in any melee weapon type, reduce the penalty to -1 instead of –2.
Dual Wielder
  You can add your Might skill bonus damage to your off-hand attack.
Multi Attack
  You can make two Fight attacks for 1 AP, though you suffer a -1 penalty to both attacks. If you perform multi-attack while wielding two weapons, you can make three attacks, and you still suffer the -1 penalty to all your attacks.
Counterblow
  Once per turn, when you successfully defend against a melee attack with Fight, you may immediately make a melee attack against your attacker with -2 penalty.
Disarm
  Once per scene, if you succeed on a melee attack with a margin of 3 or more, you may choose to disarm the opponent instead of dealing damage. The opponent must retrieve the weapon as an action.
Focused Strike
  When attacking an opponent who is affected by a Condition (such as Prone, Grappled, or Blinded), you gain +1 to your Fight roll.
Parry and Riposte
  Once per turn, when you succeed with +3 or more on your defend against a melee attack, you can immediately make an attack against your attacker.
Power Attack
  When you make a Fight attack, you may reduce your Physical and Elemental defense by -1 until the start of your next turn to add a bonus +1 to the attack roll.

### Influence Stunts

Silver Tongue
  Once per scene, you may reroll an Influence-based check and choose either result.
Commanding Presence
  When you use Influence to issue a direct command in a tense situation, you gain +1 to the roll. If the target is of lower status, rank, or morale than you gain +2 instead.
Master Negotiator
  You gain a bonus +1 to Influence when negotiating deals or settlements, ensuring that both sides feel satisfied (even if you’re really the one who comes out ahead).
Charming Trickster
  When using Influence to deceive or mislead, you may declare a fictional advantage (such as a fake name, false authority, or made-up law) and roll with Advantage. If you fail, the falsehood is exposed immediately.
Mind Games
  When you succeed with +3 or more on an Influence roll against a target, you can grant all your allies Advantage against the same target on all of their Influence rolls.

### Lore Stunts

Forbidden Scholar
  You may use your Lore (Occult) skill to identify magical effects, ancient curses, or abyssal markings that are normally undetectable. Once per session, you may declare you’ve read a forbidden text containing insight into the current supernatural threat and gain +2 on one roll to exploit its weakness.
Tomewalker
  When you spend time studying a written source (library, scroll, tablet, etc.), you may ask one additional question from the GM for every successful Lore roll. If you succeed with +3 or more, you uncover a secret the author did not intend to reveal.
Ritual Codex
  You may create a temporary ritual circle in 10 minutes that grants +2 to your next Lore-based magical research, decoding, or sealing attempt.
Arcanum Vault
  Once per session, you may declare that you’ve previously studied and copied the magical structure of a spell you’ve recently seen. You may now cast that spell one time using your Lore skill in place of Magic.
Scholar’s Focus
  When you use Lore to overcome a magical obstacle or create an advantage related to runes, wards, curses, or constructs, gain +2 to the roll. If you succeed, any allies interacting with the created aspect gain Advantage on their first related roll.

### Magic Stunts

Quick Casting
  Once per session, you may cast a 1st level spell as a free action.
Spell Mastery
  Choose one type of magic (e.g., elemental, illusion, healing). You gain +1 to Magic rolls when casting spells of that type.
Rune-Linked Casting
  You may inscribe a rune at a location as a 10-minute ritual. Once during the next 24 hours, you can cast a single known spell through that rune, as if you were physically present. Range and visibility must still be accounted for.
Eldritch Shield
  When you cast a spell, you may spend 3 mana to create a temporary shield that absorbs elemental damage equal to your Magic skill level. This shield lasts until it absorbs its maximum amount of damage.
Spellweaver’s Edge
  If you cast a spell and succeed with a margin of 3 or more, you may immediately apply an additional effect from the spell’s optional stunts, even if you normally couldn’t afford it with mana.

### Perception Stunts

Unerring Senses
  You can never be surprised. You always act in the first round of combat, even if ambushed. When rolling for initiative, roll twice and take the higher result.
Truthseeker’s Eye
  You gain +2 to Perception rolls to detect illusions, invisibility, magical concealment, or lies (when used in combination with social insight).
Track the Minute
  Once per scene, you may ask the GM for a detailed sensory clue others missed—such as the exact number of footsteps, faint traces of a scent, or slight temperature shifts.
Eagle Focus
  Once per session, you may gain supernaturally precise vision or hearing for 10 minutes. During this time, you ignore penalties for distance, lighting, or noise when using Perception.
Sixth Sense
  When you fail a Perception roll, you may automatically succeed with it instead. You may use this once per scene.

### Might Stunts

Iron Grip
  You gain +2 to Might rolls when grappling or resisting attempts to disarm, push, pull, or drag you. Enemies attempting to break free from your hold do so at a Disadvantage.
Overpower
  Once per scene, when you succeed on a Might roll by a margin of 3 or more against a creature, you may immediately knock the target prone or push them up to 2 meters.
Crushing Hold
  While you have a creature grappled, that creature suffers a -1 penalty to Fight and Reflex rolls. This penalty ends immediately if the grapple is broken.
Weight of the Titan
  Once per session, you can use your full body mass and strength to anchor an area or stop an enemy. You become immovable for 2 rounds, gaining immunity to forced movement and providing +2 Physical Defense to adjacent allies.
Relentless Force
  When an enemy fails a defend against your Might-based action, they suffer Disadvantage on their next attempt to resist forced movement before the end of their next turn.

### Fortitude Stunts

Unbreakable Form
  Once per scene, you may ignore the effects of one Consequence (Mild or Moderate) for the duration of the scene. The Consequence remains mechanically, but its penalties do not apply until the scene ends.
Iron Stamina
  You gain an additional mild physical Consequence slot.
Resilient Body
  You gain a +1 bonus to Fortitude when defending against poisonous effects, disease, or environmental toxins of any kind.
Pain Tolerance
  Once per scene, when you would suffer stress points from physical damage, you may reduce the stress points taken by 1 (minimum 1).
Lasting Endurance
  You gain Advantage on Fortitude rolls made to resist exhaustion, starvation, dehydration, extreme temperatures, or long-term physical strain.

### Shoot Stunts

Precision Shot
  When you make a ranged attack and succeed with a margin of 3 or more, you may reduce the target’s Physical Defense by 1 until the end of their next turn.
Rapid Shot
  You can make two Shoot attacks in a single turn, though you suffer a -1 penalty to both attacks.
Shooting in Melee
  You suffer no penalties when using Shoot to attack enemies engaged in close combat with you.
Deadeye
  Each consecutive attack against the same target deals an additional +1 damage (can be stacked).
Double Tap
  Once per scene, when you make a successful ranged attack, you may immediately make a second attack against the same or a different target within range with -2 penalty.

### Stealth Stunts

Fade into Shadows
  Once per scene, after taking any action, you may immediately roll Stealth as a free action. If successful, you become hidden again, even in partial cover.
Ghost Walk
  You ignore any movement penalties from difficult terrain while Stealthed.
Shadow Cloak
  You gain +2 to all Stealth rolls made in darkness, shadow, or heavily obscured areas. Magical darkness also grants this benefit.
Vanishing Strike
  When you make a successful melee attack from Stealth, you may immediately move up to 2 meters without provoking opportunity attacks. If you reach cover, you may attempt to re-Stealth.
Silent Dispatch
  Once per scene, when you eliminate a creature unaware of your presence, you may prevent any noise or visual disturbance. No other enemies become alerted unless they directly witness the action.

### Survival Stunts

Beast Whisperer
  You gain Advantage on all Survival rolls made to interact with or calm wild animals. Once per session, you may pacify a hostile beast for one scene unless directly attacked.
Wilderness Tracker
  You may always determine the number, size, and pace of any creature that has passed through natural terrain in the last 48 hours. If you succeed on a Survival check, you may also learn the direction and intent (fleeing, hunting, patrolling, etc.).
Forager’s Instinct
  Once per day while in a natural environment, you may find enough edible plants, clean water, and basic materials to sustain yourself and up to three others without a roll.
Camouflage Master
  You may prepare a hiding spot for yourself or allies in the wild. Those benefiting from your camouflage gain +2 to their next Stealth roll while in the prepared area.
Natural Resilience
  You gain +2 to defend against environmental hazards such as extreme heat, cold, poison plants, and disease while in a natural setting.

### Vampirism Stunts

Blood Speed
  When you successfully reduce a target’s Physical Stress Pool to 0 with a melee attack, you may immediately move up to your full speed and make another melee attack as a free action. This stunt may only be used once per scene.
Thirst for Power
  Whenever you feed on a creature (as defined by the Vampirism rules), you gain +1 to all skill rolls for the next minute. This effect cannot be stacked and replaces itself if used again.
Night’s Embrace
  While in total darkness or dim light, you gain +1 to Stealth and may move through shadows as if they were difficult terrain, ignoring obstacles such as fences or narrow walls up to 2 meters high.
Predator’s Instinct
  You gain +1 to Perception rolls made to detect blood, heartbeats, or fear. Additionally, you may always sense the direction of the nearest living creature within 30 meters if you are hungry.
Crimson Rejuvenation
  Once per scene, when you feed on a fresh corpse or living creature, you may heal one physical Consequence immediately, instead of waiting for rest or care.

### Focus Stunts

Arcane Conduit
  When you deal magical damage, you may add your full Focus skill bonus to the damage instead of half.
Sustained Channeling
  Once per scene, when maintaining concentration on a spell or magical effect, you may ignore one failed roll to sustain it. The effect continues without interruption as though the roll had succeeded.
Precise Empowerment
  When you spend AP on Spell Empowerment, the first extra AP you spend grants both +1 to the spell roll and +2 to damage, rather than one or the other. Subsequent AP spent still follow the standard rules.
Elemental Overload
  Once per scene, when casting an Elemental spell, you may spend 1 additional AP to apply two elemental type effects simultaneously instead of one. Both effects must come from the elemental damage type list.
Unyielding Concentration
  When you take Physical or Mental Stress while sustaining a magical effect, you may roll Focus against a difficulty equal to the stress taken. On a success, the effect is not disrupted.

### Resolve Stunts

Steeled Mind
  You gain +1 to all Resolve rolls made as mental defend rolls against the following; conditions Frightened, Charmed, or Stunned. This bonus also applies when resisting any effect that would reduce your Mental Stress Pool to 0.
Ironclad Will
  Your Mental Stress Pool maximum increases by your Resolve skill level.
Unbreakable
  Once per scene, when your Mental Stress Pool is at 0 and you would be forced to take a Consequence, you may roll Resolve against difficulty +3. On a success, you absorb the overflow as Mental Stress instead, resetting your Pool to one stress point remaining.
Defiant Presence
  Allies within 5 meters of you gain +1 to their Resolve defend rolls while you are conscious and not Dazed or Stunned. Your unwavering determination bolsters those around you against psychological and supernatural pressure.
Force of Character
  Once per scene, when you are subjected to an effect that would impose the Charmed condition or otherwise coerce your actions through supernatural means, you may immediately re-roll your Resolve defend with Advantage against that effect.

## Spell Stunts

Spell stunts enhance a character’s spellcasting prowess, enabling them to manipulate, modify, and empower their spells in unique ways. These stunts are designed to expand the tactical options available to spellcasters, allowing them to adapt their magic to various challenges and environments. Spell stunts are exclusive to those with access to the Magic skill and can dramatically shift the outcome of both combat and exploration.

> Source note: The handbook defines Sleet Storm stunts but does not define a base Sleet Storm spell. They are preserved under Spells without inventing spell statistics.