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Cinematic Stunts in Star Wars
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shootingwomprats
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PostPosted: Fri Aug 01, 2025 3:02 pm    Post subject: Cinematic Stunts in Star Wars Reply with quote

CINEMATIC STUNTS IN STAR WARS D6
Advanced Action Resolution for High-Stakes Scenes

WHAT IS A CINEMATIC STUNT?
A cinematic stunt is a dramatic action that combines multiple skills in a fluid, high-risk, high-reward moment. These stunts:
    Are not Force powers
    Require multiple skill rolls
    Use standard D6 mechanics: difficulty numbers, multiple action penalties, and reaction rules
    May be declared in advance or mid-scene based on narrative momentum

HOW TO RESOLVE A STUNT
Declare the Stunt. Describe the cinematic action in narrative terms: “I’m going to flip my speeder over the convoy and shoot the gunner through the top hatch.”
Break Into Discrete Actions. Identify which skills are involved. Common skills include:
    Blaster, Firearms, Thrown Weapons
    Repulsorlift Operation, Vehicle Operation
    Acrobatics, Climbing/Jumping, Dodge
    Tactics, Sneak, Running

Assign Base Difficulties. Use the standard chart. Apply modifiers for precision, improvisation, or hazards.
Apply Multiple Action Penalties.
Reactions (e.g., dodge) also count as actions if not declared in advance.
Resolve & Narrate Outcome.
Success: stunning, dramatic victory.
Failure: fumble, crash, misfire, or spectacular chaos (GM’s call).

SPECIAL TRAITS
Trick Shot: +10 difficulty for bounce/curve. May be specialized.
Called Shot: +3 to +14 difficulty depending on target size.
Stylized: Purely visual—GM may award bonus CP or FP for creative description.
Precision: Involves disabling or targeting small parts. Combine with called shot.
Momentum-Base: Requires running, driving, or falling first.

TIPS FOR GMs
    Reward creativity with bonus CP or minor situational advantages.
    Use reaction skill rules—players still dodge or parry incoming fire.
    Consider allowing team stunts for coordinated attacks.
    Failed stunts should result in cinematic mishaps, not just flat misses.


You Want More!?!
Check out the thread The Threadbound for an action-oriented Force-philosophy organization that presumably acts on the will of the Force and keep balance by killing people. Yup, crazy!
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Last edited by shootingwomprats on Fri Aug 01, 2025 3:29 pm; edited 1 time in total
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shootingwomprats
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PostPosted: Fri Aug 01, 2025 3:05 pm    Post subject: Reply with quote

Arc Jump Kill
Leap a speeder off a ramp, flip midair, and shoot into a vehicle below.

Repulsorlift Operation (20)
Maintain orientation in air (25)
Firearms or Blaster (called shot) (20 +3 to +14)

Total Actions: 3, –2D to each roll

Success: Clean kill, spectacular landing
Failure: Miss, crash, or lose control midair
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PostPosted: Fri Aug 01, 2025 3:07 pm    Post subject: Reply with quote

Curved Ricochet Shot
Bounce a shot off a metal wall to hit an unseen target.

Firearms/Blaster (20)
Tactics (to predict angle) (15)
Modifiers: +10 for ricochet, +3–+14 if a called shot

Total Actions: 2, –1D to both rolls
Note: Target must be visible or correctly guessed
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PostPosted: Fri Aug 01, 2025 3:08 pm    Post subject: Reply with quote

Wall Run + Headshot
Run along a vertical surface to line up a clear shot at a sniper.

Running or Acrobatics (20)
Climbing/Jumping (wall control) (20)
Blaster (called shot) (15 +4)

Total Actions: 3, –2D to all rolls
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PostPosted: Fri Aug 01, 2025 3:08 pm    Post subject: Reply with quote

Spin, Deflect, Retuen Fire
While under fire, spin behind cover, dodge a bolt, and fire back.

Dodge (Declared or Reaction)
Acrobatics (roll into cover) (15)
Blaster (return fire)

Total Actions: 3, –2D to each
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PostPosted: Fri Aug 01, 2025 3:47 pm    Post subject: Reply with quote

But Wait ... There's More!

Close-Quarters Shot Through the Grapple
While grappling with an enemy, the character draws a weapon and fires point-blank during the struggle.

Brawling (Moderate): Initiate or maintain grapple
Blaster or Firearm: Called shot to vital area (+3–+8 difficulty)
Modifiers: +10 if drawing weapon in grapple

Actions: 2–3, –1D to –2D
Note: On success, attacker remains in control; failure may result in weapon drop or self-injury
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PostPosted: Fri Aug 01, 2025 3:47 pm    Post subject: Reply with quote

Bounding Ambush
The character leaps over a crate or barrier, drawing and firing mid-air while staying mobile.

Running or Jumping (15)
Blaster or Firearms (called shot or multiple targets)
Dodge (optional reaction)

Actions: 2–3, –1D to –2D
Effect: Adds +1D to defense vs melee attackers who didn’t expect movement
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PostPosted: Fri Aug 01, 2025 3:47 pm    Post subject: Reply with quote

"Fakeout" Execution
Fake surrender or passivity to draw in the enemy, then strike with a concealed weapon or trick shot.

Con or Acting vs. target’s Perception
Melee or Blaster: Called shot (or target denied Dodge if caught flat-footed)
Modifiers: Target may receive +1D bonus on future rolls if they survive

Actions: 2, –1D
Note: Often used by Threadbound to mimic passivity
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PostPosted: Fri Aug 01, 2025 3:47 pm    Post subject: Reply with quote

Environmental Ricochet Takedown
Fire a round to bounce off a pipe, wall, or droid chassis to hit an unseen enemy.

Blaster or Firearms (20 +10 ricochet trick shot)
Tactics or Search (15 to predict positioning)

Actions: 2, –1D
Note: GM determines feasibility based on line of sight and materials
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PostPosted: Fri Aug 01, 2025 3:48 pm    Post subject: Reply with quote

Drop-and-Roll Counterattack
Dive or roll across terrain to avoid fire, then shoot from prone or mid-slide.

Acrobatics (15) or Dodge
Blaster or Firearms (prone penalty: +5 to difficulty unless trained) – Moderate

Actions: 2, –1D
Effect: Can provide partial cover for next round
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PostPosted: Fri Aug 01, 2025 3:48 pm    Post subject: Reply with quote

Environmental Ricochet Takedown
Fire a round to bounce off a pipe, wall, or droid chassis to hit an unseen enemy.

Blaster or Firearms (20 +10 ricochet trick shot)
Tactics or Search (15 to predict positioning)

Actions: 2, –1D
Note: GM determines feasibility based on line of sight and materials
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PostPosted: Fri Aug 01, 2025 3:48 pm    Post subject: Reply with quote

Drop-and-Roll Counterattack
Dive or roll across terrain to avoid fire, then shoot from prone or mid-slide.

Acrobatics (15) or Dodge
Blaster or Firearms (prone penalty: +5 to difficulty unless trained) – Moderate

Actions: 2, –1D
Effect: Can provide partial cover for next round
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PostPosted: Fri Aug 01, 2025 3:48 pm    Post subject: Reply with quote

Dual Angle Draw
Spin and fire at two targets in different directions using a mirror, scope reflection, or muscle memory.

Blaster or Firearms (two targets)
Perception or Tactics (15 (to line up mirrors or angles)

Actions: 3, -2D
Note: Targets may be unaware if angle is well-planned
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PostPosted: Fri Aug 01, 2025 3:49 pm    Post subject: Reply with quote

Knife Throw into Gunshot
Throw a blade to pin or distract, then fire before the enemy can react.

Thrown Weapons (20 called shot to hand/cloak/etc)
Blaster or Firearms (secondary shot)
Modifiers: +5 if blade is small or target moving

Actions: 2, –1D
Effect: Blade can reduce target’s reaction or force parry check
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PostPosted: Fri Aug 01, 2025 3:49 pm    Post subject: Reply with quote

Spinning Body Shield Maneuver
Grab a downed or stunned enemy, spin them in front of you as mobile cover, and fire over their shoulder.

Brawling (15 to grab and maneuver target)
Strength vs. Target’s Strength
Blaster or Firearms (Called shot or regular attack)
Modifiers: Use enemy’s body as +1D to cover for 1 round

Actions: 3, –2D
Effect: Enemy takes damage on missed shot by others.
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