Well, it's been almost two weeks since anyone last posted here. And in that time, both this thread and the master list associated with it have fallen out of date. Time to change that, I think. So, for your delight and edification, here are the stunts that I'll be adding to the master list. Some of these are already on this thread, some are new (at least to this thread), and some are new edits to stunts that are already on the list.
Alertness:
The Advantage Of Familiarity: There are benefits to knowing a place really well. Pick a location or a small neighbourhood. Add to any roll made to notice or investigate something unusual in this area.
Sentry: You have the ability to wait, devoting your full effort to watchfulness, for hours on end. Add two to your Alertness skill as long as you stand and watch.
Wily: Your survival depends on quickly assessing your surroundings for threats and resources. You may use your Alertness skill instead of your Investigation skill to search an area, but you won't necessarily understand what you've found.
Burglary:
Five-Fingered Discount: Why buy what you can steal? You may use your Burglary skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Stolen Property”.
Specialized Criminal: Thieves have specialties, just like scientists. Pick a type of thing that can be burgled (eg. banks, apartments). Add two to your Burglary skill when using it against that type of thing.
Contacts:
Networking: Networking is an important skill for a businessman, and you have it. Add two to your Contacts skill when using it in a corporate context.
Salesman's Network: All good salesmen build up a network of satisfied customers over time. Pick a type of product. Add two to your Contacts skill when looking for or dealing with makers, sellers, or notable consumers of that type of product.
Deceit:
Faustian Pact: Your job is to trick people into signing unfair contracts. Add two to your Deceit skill when using it to convince someone to make a deal.
Discipline:
Reflexive Shield: Magic is the only defence you need. When you are attacked, you may sacrifice your next action to cast a defensive evocation.
Driving:
Sailor: For you, Driving would be better described as “Sailing.” Pick a type of water vehicle. Increase your Driving skill by one when using it to operate watercraft, or by two if the watercraft is part of your chosen vehicle type.
Endurance:
Was That Supposed To Hurt?: You are TOUGH. You don't avoid attacks, you just take them right. Use your Endurance skill to “dodge” attacks.
Fists:
Destroyer Of Abominations: You hit harder when your enemy is something blasphemous. All attacks that you make with the Fists skill inflict two additional stress to creatures that are an offense to your faith.
Brutality: Your style of fighting verges upon the sadistic. You may use manoeuvres to inflict consequences. In order to do so, first state the name, level, and type of consequence that you would like to inflict. Then make an ordinary attack with the skill that you are using for the manoeuvre. If that attack hits and inflicts stress equal to or greater than the value of the consequence, then that consequence is inflicted. Extra stress is wasted, as is the entire manoeuvre if it misses or fails to inflict enough stress.
Extreme Brutality: (Requires Brutality) Your style of combat doesn’t just verge on the sadistic, it wallows in it. In order to use the Brutality stunt to inflict a consequence, you need only inflict stress equal to the value of the consequence minus two.
Guns:
Sea Urchin Launcher Wielder: You are proficient in the use of the weapons of the Fomor people who live beneath the sea. Add one to your Guns skill when using it to attack with Fomor weapons.
Intimidation:
Torturer: You have the complete lack of mercy that is needed to torture someone properly. You may use your Intimidation skill to inflict mental stress as long as your target is entirely within your power.
Investigation
Never Miss A Beat: You are a seasoned investigator, and your keen eye alerts you to danger. Use your Investigation skill instead of your Alertness skill to avoid surprise.
Presence:
Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add one to all of your social skills when at work.
Rapport:
Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when there's money at stake.
Resources:
Sponsored Resources: You have a powerful patron who will sometimes let you borrow money and goods. When you take this stunt, select an entity or organization of great wealth to be your sponsor. Once per session, you may add four to your Resources skill for a single roll as long as that roll somehow benefits the agenda of your sponsor. If you do, you take a point of sponsor debt as if you had used Sponsored Magic.
Scholarship:
Master Of Riddles: Your intelligence lets you run circles around those you talk to. This may take the form of actual riddles, or perhaps just complex logical arguments. You may use your Scholarship skill to make social attacks. Attacks with Scholarship can be defended against with Rapport, Scholarship, and sometimes Empathy.
Survival:
Fisherman: You fish. It’s how you get your food. When attempting to Live Off The Land in an area of water, add three to your Survival skill.