1 die Stunt: Must impact the senses.
2 die Stunt: Must make use of continuing action or scenery
3 die stunt: must take players breath away
Final note: Stunts are not essays. You do not need to
spend five mintues describing your action. A brief and
evocative sentence will be more powerful than a drawn out
paragraph.
The Character:
Hair: Hair whips in the wind, moves and flows with your
movements and attack (especially if long).
It shadows your (gleaming) eyes. Gets messed up by
battle. Gets slicked by sweat
Eyes: Eyes flash and glint when angry, widen in shock,
narrow or harden with determination, or sparkle when happy
or mischevious. Enemies and attacks can be reflexted in
the eyes of the warrior, as can other important events.
Face: Mouths smirk, grin, bare teeth, snarl. Teeth flash
when speaking angrily. Ears quiver, nostrils flare, cheeks
redden and flush. Blood leaks from the mouth when hurt,
bruises and cuts can be described. Sweat beads on forehead
with effort.
Body: Muscles bunch, tighten, and ripple. They are like
steel, stone, or thick rope. Feet slip against the ground,
make puffs of snow or snad. Veins throb and bulge. Hands
tighten on pommels.
Clothes: Cloaks whip and flow on the wind. Armor gleams in
the sunlight (especially if Solar). Clothes get rent and
torn. Boots thud against wooden floors and click against
stone. Clothes rustle and whisper as you move quietly.
Emotions: Characters are often emboldened by the memory or
the the thought of that which they fight for. Apparitions
haunt or cheer the defender, ambition fuels your strength.
Humiliation burns through your body. Joy puts spring
to your step. Laughter echoes and humiliates or
brightens. Tears can be shed when emotions hit high
points. Anger gives titanic strength and need (don't
forget to roar)
Anima: Animas impact your surroundings and are symbolic or
your actions. Solar anima's bleach things when they get
powerful, leaving pale foot prints, bleaching cloth and
wood. DB animas damage things, put cracks in the ground,
leaving frosted/ashen/wet footprints. When Animas really
play up, they can push small extras aside, make areas
rumble or rattle. Totemic images act with the character,
roaring, fighting for/with him, attacking the OTHER totemic
image, mocks your opponent, etc.
Scenery:
Background: Bars have stools, tables, laterns that can be
used. Streets have stalls, wagons, rooftops. Gates/doors
can be torn off hinges, walls can be shattered with the
force of your hit, pillars can be toppled, curtains can be
lit on flame or cut down onto your enemies. Tables can be
broken by falling people, wagons over turned, stalls can be
smashed into. Collateral damage, people!
Environment: The sun gives a halo (especially to Solars).
Wind whips cloacks and hair. Water splashes and ripple.
Snow and sand crunches and flies up behind a runner. Trees
sway and rustle. Shadows hide features and play tricks.
Rain wets hair and clothes and makes things slick, and
ghostly. Scenery tends to fall apart in big battles.
Again, collateral damage.
Extras: Extras are there to make you look good. Let them
do so. They unconciously back away when you are angry,
crowds murmur and smile at clever comments or attractive
people. Extras can be thrown at other extras, or torn
apart as examples to others. Desriptions of your events
can come from some Extra's perspective.
Bonus:
Time: Attacks can appear to be spead up, while one deadly
attack will be shown in slow motion. Truly fast characters
will make their surroundings seem to slow down while they
move at normal speed (things like raindrops, falling sparks
or leaves are great to show this). Jumps freeze for a
moment at their apex, and time can stop for a moment as
someone realizes they are dead.
Close ups: A shot of your face, mouth, eyes, or your
attack. Zooms can change backgrounds while your character
is powerinf up or extremely emotional. The "screen" goes
black during a powerful attack, and all we can see is the
slash as a bright mark against the darkness.
Alternate shots: Show the action from a different
perspective, or don't show it at all, but only imply it.
Birds suddenly flying away, glass falling and breaking, the
earth shuddering. Reeds swaying in the wind, someone elses
expression (as blood splatters on their face). The sounds
of your action echoing.