Author Topic: Homebrew Stunts  (Read 61406 times)

Offline ways and means

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Re: Homebrew Stunts
« Reply #255 on: September 19, 2011, 09:32:00 PM »
Chanter (Discipline) When using a chant or poem to help focus before a spell (a discipline manoeuvre) gain a +2 to discipline on top of the manoeuvre bonus (for a total +4) but when attempting to cast a spell without such a manoeuvre suffer a -2 penalty to their casting roll. 

(a stunt for people wanting the casting time and chanting of spells.)
« Last Edit: September 19, 2011, 09:49:48 PM by ways and means »
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #256 on: September 24, 2011, 02:06:31 AM »
You know, I support the creation of stunts that apply to powers. But this strikes me as too supernatural. It modifies a person's spellcasting capabilities directly rather than improving the mortal capabilities that apply to them. So this would probably work better as a power.

There are a few stunts on the master list right now that could meet with the same criticism, as it happens. I should do something about that...

Or maybe not. Some of those stunts wouldn't really work as powers. Eh.

Next post will contain reformats of more stunts.

Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #257 on: September 24, 2011, 05:13:58 AM »
More rewrites.

I have now finished everything between my last list update and reply #189 of this thread.

But I still have a lot of material to add, since people have come out with a lot since then.

I figure that upgrading Armed Arts to cover all weapons would take three stunts, so the renamed Eskrima tree is three stunts long.

Weapons

Jump Attack: (Requires Fight By Jumping) It's not easy to attack as you land a jump, but you're pretty good at it. Add one to your Weapons skill when making an attack in which an aspect created through Fight By Jumping is tagged.
Gravity Helps: (Requires Fight By Jumping) It stands to reason that an attack with the weight of a falling body behind it will deal more damage than one made on the ground. When you tag an aspect created through Fight By Jumping to boost a Weapons attack, that attack inflicts two additional stress.
Weapon Mastery: It's easier to defend yourself when you are using your weapon of choice. Pick a type of weapon. When using that type of weapon to make a defense roll, add two to your Weapons skill.
Perfect Parry: You are a master of not attacking anyone in a fight. Add two to your Weapons defense rolls when taking a full defense action. This stacks with the normal benefits provided by full defense.
My Body Is A Weapon: You not only know how to wield weapons, you know how to move like one. You may make use your Weapons skill to make unarmed attacks.
Superior Weapon Body: (Requires My Body Is A Weapon) You not only know how to move like a weapon, you know how to block hits like one. You may use your Weapons skill to defend unarmed.
Perfected Weapon Body: (Requires Superior Weapon Body) You not only know how to block hits like a weapon, you know how to be one. You may use all of your Weapons stunts without penalty while unarmed.
Precision Strike: You know where to hit, and how to make it count. Successful Weapons maneuvers that you make are treated as though their thresholds of success were two higher than they actually were.

Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #258 on: September 25, 2011, 05:39:06 AM »
-1: Professional Detective: Add Sleuthing trapping to Investigation **(This is a prerequisite for)
-1: **Make them slip up: You are adept at angering your suspect just enough to make him/her say something they wouldn't have normally. Roll Investigation for Provocation when questioning someone (not for random insults)
-1: **Little Lies: Lying is easier the closer to the truth it is. Roll Investigation for Falsehood and Deception when part of a truth is in the lie
-1: **It’s part of the job: Sometimes looking like someones else is just part of the job. Roll Investigation for creating a disguise (not sure about what the limit on this would be)
-1: **Look behind you…: Following someone is easy, doing it without their knowledge is the trick, and you've got that trick down. Roll Investigation for Shadowing when following a suspect
-1: **I will find out what I want to know: Roll Investigation for Interrogation when interrogating a suspect


Craftsmanship:

Big Pocking Wrench: + 1 to Fixing & +1 to Breaking when Portella uses his Big Pocking Wrench.

(John Ringo "Empire of Man" reference)

Scavenger: -2 time shifts on Building and Fixing when you have access to equipment (functional or not) that might reasonably supply parts for whatever it is you're trying to build or fix.  Note: They don't work after they've been scavenged.

AKA "Kit Bashing"

Automotive Genius: +2 to all craftsmanship rolls related to cars.  This bonus drops off as you get further and further away from cars.  It might provide a +1 when working with a Semi Trailer, and no benefit at all when working on an Abrams.


Weapons-

Combat sense: You have learned to compensate for a loss of sight in battle. If Blinded or otherwise rendered unable to see during a fight, reduce penalties for fighting with Weapons by 2. This only counts during an ongoing fight, if entering a fight already blinded, this stunt does not count.
 
Zatoichi: You have so thoroughly trained in vision-deprived combat that you are more attuned to using your other senses to fight with. Gain +1 when fighting with Weapons while blind or in total darkness(if you do not have the Shadow Walk power).


New Stunt Ideas: Presence -- Presence of the Alpha - Add a bonus of (+2?) whenever your physical appearance has a bearing on impressing people.

Various- (likely intimidation but I could see it helping in other situations) Thousand Yard Stare aka Eyes of the Predator aka Feral Glint: Add a bonus of (+?); to intimidation once eye contact has been established.

Survival: Actions Speak Louder Than Words - Use survival to sense deception when body laguage can be read.

Animal Magnetism: Roll Survival? instead of Rapport for seduction attempts.....

Animal Magnetism: Your natural charisma and confidence carry over to the Animal kingdom. Use Presence instead of Survival for Animal Handling.


Minions, Attack (Presence): You might not be good at fighting people, but you sure know how to point at a target.  You can use Presence as an attack in physical conflict so long as you have at least one minion for each point of Presence you have.  The weapons value of the attack is determined by the weakest weapon any of you minions are using.  This does not allow you to make spray or zone-wide attacks.  This stunt requires the Contacts stunts "The Boss" and "Minions."


Might
Muscle-brained: Your concentration on all things physical has left you numb between the ears. Good for you that numb things don't feel much pain! Use Might instead of Conviction to determine mental Stress.


Talking with Fists (Fists) You can use your fist skill for the threats trapping of intimidate.
Talking with Swords (weapons) You can use your weapons skill for the threats trapping of intimidate.
Talking with Guns (Guns) You can use your Gun skill for the threats trapping of intimidate.


Alertness
Notice Tell: You  may use Alertness to defend against Deceit.
Master of the Tell: When defending against Deceit’s “Falsehood &Deception” with “Notice Tell” you get a +2 to social defense.
Primitive Tracker: You may use the Survival skill’s “Tracking” trapping with Alertness.
Inspector: You may use the Investigation skill’s “Examination” trapping with Alertness.
Notice the Unseen: +3 to “Passive  Alertness” to notice things either invisible or veiled.

Weapons
Mirror Stance: When defending with the weapon skill, if the attacker is attacking with the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their attack roll.
Reflection Shatters the Mirror: When attacking with the weapon skill, if the defender is attacking with  the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their defense roll.
Two-Handed Training: When using a melee weapon in both hands add half (rounded up) to the weapons damage total. (EX: A Weapon 2 becomes Weapon 3 and Weapon 3 becomes Weapon 5)
Old School Archer: You may use Weapons instead of Guns to attack with bows and crossbows.
Legendary Archer: When using a bow or crossbow with “Old School Archer” you can attack up to an additional 2 zones away.
Focused Strike: You can use the “Aiming” trapping with the Weapon skill for all weapons.

Stealth
Silent Tank: When wearing armor you suffer no penalty to stealth rolls and your armor cannot be tagged to alert others to your presence.

Burglary
I Lupin!: When spending a fate point to increase the results of any Burglary roll the bonus provided increases to +4.


Unorthodox Fighting: (weapons or fists) People with formal training are less able to defend against your tom foolery in combat.  Gain a +1 so (skill) against opponents who learned strictly to adhere to styles or formal training.

Give as Good as I Get: (this stunt is likely over powered, but it sounded good on paper) In close combat only, by spending a Fate point and only once per scene; (weapons or fists) sacrifice your defense skill (roll at mediocre) to force your opponent to do the same (essentially attacking at the same time).


Footwork: Extensive training with melee weapons has taught you how to move your body to attack and defend. With skilled footwork you can parry or avoid anything your opponents throw at you. Use Weapons to defend against anything that athletics can.

Chanter (Discipline) When using a chant or poem to help focus before a spell (a discipline manoeuvre) gain a +2 to discipline on top of the manoeuvre bonus (for a total +4) but when attempting to cast a spell without such a manoeuvre suffer a -2 penalty to their casting roll. 

Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #259 on: September 25, 2011, 05:43:05 AM »
Athletics

Evasion: Like the members of certain character classes from Dungeons And Dragons (version 3.5), you have an amazing ability to remain unharmed when caught within the area of effect of an explosion. Add two to your Athletics-based defence rolls against area attacks.
Unhindered Defences: Armour and weapons are wonderful things, but they tend to slow a fellow down. So you don't carry weapons or wear armour. Add two to your Athletics defence rolls as long as you are unarmed and unarmoured.
Land On Your Feet: Like a cat, you are able to fall from great heights without great harm. When making an Athletics roll to resist falling damage, do not halve the result before converting it to armour.
Spring-Heeled: Maybe you don't actually have springs in your heels, but it sure looks as though you do. Add two to your Athletics skill when using it to jump.
Fight By Jumping: (Requires Spring-Heeled) It is normally a very bad idea to jump up high while fighting, but you make it work. Increase your Athletics skill by a further two when making a jump-based maneuver in combat, but all aspects created this way are automatically fragile.
Out Of Reach: (Requires Fight By Jumping) It isn't easy to hit a guy who's five feet above your head. So long as you possess an aspect created through Fight By Jumping, add two to your defence rolls against melee attacks.
The §$%& Bastard Will Not Escape: Nobody gets away from you. Add two to your Athletics skill when using it to chase someone.

Conviction

Lay On Hands: Faith healing actually works. At least, it does for you. Use your Conviction skill instead of your Scholarship skill for medical treatment.
Force Of Will: Emotional manipulation isn't just a trick; it's a direct exercise of your will. Use your Conviction skill instead of your Deceit skill with your Incite Emotion power.
Actual Priest: You are an actual priest, which means that you need to know some religious doctrine. Use your Conviction skill to determine your religious knowledge.

Craftsmanship

Sneaky Bastard: You are an expert in the subtle art of booby-trapping an area. If given time to prepare a location, you may create traps in that location. Activating a trap is an attack that uses your Craftsmanship skill, with a weapon rating that depends on what the trap consists of. Traps may be activated at any distance that seems reasonable, and they do not necessarily have to be single-use.

Deceit

I'm Your Friend: You are a very convincing fake friend. Add two to your Deceit skill when feigning friendliness or loyalty.
Dishonest Persuasion: If being charming doesn't make people do what you want them to do, lie your ass off. You may use your Deceit skill instead of your Rapport skill in order to make social attacks based off of persuasion.
"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when faking good intentions.

Discipline

I'll Just Ignore You: Counterarguments are a waste of time. You prefer to simply not listen to the people you disagree with. You may use your Discipline skill for the social defence trapping of Rapport.
Mind of Steel: Magical mental influence is useless against your fortress-like mind! Add two to your Discipline skill when using it to defend against supernatural mental attacks.

Endurance

The King Still Stands: You are the king! An army of commoners is nothing more than fodder for your sword to cut down. When fighting against multiple opponents on your own, you may take two additional mild physical consequences.
Toughness Of Mind And Body: A guy as tough as you has no need to be afraid. You may use your Endurance skill to resist fear.

Intimidation

Mesmerizing Gaze: Something about your eyes is frightening to people. Perhaps it's something similar to the effect behind a wizard's soulgaze. Add two to your Intimidation skill when able to force prolonged eye contact with your target.
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. Add two to your Intimidation skill when you have subordinates present.
Stirrer: You are very good at stirring up conflict amongst other people. Add to two to your intimidate skill when attempting to get one person angry with another.

Lore

Applied Knowledge: You can always come up with some little fact that gives you an advantage. Add two to your Lore skill when using it for the occult equivalent of the Declaring Minor Details trapping of Scholarship.
Thaumaturge: Thaumaturgy is about knowledge, more than anything else. And you have that knowledge. Add two to your Lore skill when using it to make declarations as part of thaumaturgy preparation.

Might

Built Like An Ox: You are a solid block of muscle, and that lets you take a lot of punishment. Use your Might skill to determine the length of your physical stress track.

Performance

Artistic Spirit: You might not actually be much of an artist, but you could have been a great one if your life had gone differently. Your Performance skill is considered to be Fantastic whenever it would complement, restrict, or otherwise modify another skill.

Presence

I Do What I Want: You don't take no orders from nobody. You have social armour 1 against social attacks phrased as commands.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Presence. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Presence skill.

Scholarship

I Have Lived History: You know the history of the world very well because you were around for most of it. Add two to your Scholarship skill when using it for knowledge of the past.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Scholarship. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Scholarship skill.

Weapons

Jump Attack: (Requires Fight By Jumping) It's not easy to attack as you land a jump, but you're pretty good at it. Add one to your Weapons skill when making an attack in which an aspect created through Fight By Jumping is tagged.
Gravity Helps: (Requires Fight By Jumping) It stands to reason that an attack with the weight of a falling body behind it will deal more damage than one made on the ground. When you tag an aspect created through Fight By Jumping to boost a Weapons attack, that attack inflicts two additional stress.
Weapon Mastery: It's easier to defend yourself when you are using your weapon of choice. Pick a type of weapon. When using that type of weapon to make a defense roll, add two to your Weapons skill.
Perfect Parry: You are a master of not attacking anyone in a fight. Add two to your Weapons defense rolls when taking a full defense action. This stacks with the normal benefits provided by full defense.
My Body Is A Weapon: You not only know how to wield weapons, you know how to move like one. You may make use your Weapons skill to make unarmed attacks.
Superior Weapon Body: (Requires My Body Is A Weapon) You not only know how to move like a weapon, you know how to block hits like one. You may use your Weapons skill to defend unarmed.
Perfected Weapon Body: (Requires Superior Weapon Body) You not only know how to block hits like a weapon, you know how to be one. You may use all of your Weapons stunts without penalty while unarmed.
Precision Strike: You know where to hit, and how to make it count. Successful Weapons maneuvers that you make are treated as though their thresholds of success were two higher than they actually were.

Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #260 on: September 25, 2011, 05:46:16 AM »
Nothing to see here, folks.

Just gathering stunts in preparation for the next list update.

The stuff in reply #258 needs to be rewritten and reformatted, while the stuff in reply #259 is mostly finished.

Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #261 on: September 26, 2011, 05:45:00 AM »
Sorting...

Alertness

Notice Tell: You  may use Alertness to defend against Deceit.
Master of the Tell: When defending against Deceit’s “Falsehood &Deception” with “Notice Tell” you get a +2 to social defense.
Primitive Tracker: You may use the Survival skill’s “Tracking” trapping with Alertness.
Inspector: You may use the Investigation skill’s “Examination” trapping with Alertness.
Notice the Unseen: +3 to “Passive  Alertness” to notice things either invisible or veiled.

Burglary

I Lupin!: When spending a fate point to increase the results of any Burglary roll the bonus provided increases to +4.

Craftsmanship 

Big Pocking Wrench: + 1 to Fixing & +1 to Breaking when Portella uses his Big Pocking Wrench. (John Ringo "Empire of Man" reference)
Scavenger: -2 time shifts on Building and Fixing when you have access to equipment (functional or not) that might reasonably supply parts for whatever it is you're trying to build or fix.  Note: They don't work after they've been scavenged. AKA "Kit Bashing"
Automotive Genius: +2 to all craftsmanship rolls related to cars.  This bonus drops off as you get further and further away from cars.  It might provide a +1 when working with a Semi Trailer, and no benefit at all when working on an Abrams.

Discipline

Chanter (Discipline) When using a chant or poem to help focus before a spell (a discipline manoeuvre) gain a +2 to discipline on top of the manoeuvre bonus (for a total +4) but when attempting to cast a spell without such a manoeuvre suffer a -2 penalty to their casting roll.

Fists

Talking with Fists (Fists) You can use your fist skill for the threats trapping of intimidate.
Unorthodox Fighting: (weapons or fists) People with formal training are less able to defend against your tom foolery in combat.  Gain a +1 so (skill) against opponents who learned strictly to adhere to styles or formal training.
Give as Good as I Get: (this stunt is likely over powered, but it sounded good on paper) In close combat only, by spending a Fate point and only once per scene; (weapons or fists) sacrifice your defense skill (roll at mediocre) to force your opponent to do the same (essentially attacking at the same time).

Guns

Talking with Guns (Guns) You can use your Gun skill for the threats trapping of intimidate.

Intimidation

Various- (likely intimidation but I could see it helping in other situations) Thousand Yard Stare aka Eyes of the Predator aka Feral Glint: Add a bonus of (+?); to intimidation once eye contact has been established.

Investigation

-1: Professional Detective: Add Sleuthing trapping to Investigation **(This is a prerequisite for)
-1: **Make them slip up: You are adept at angering your suspect just enough to make him/her say something they wouldn't have normally. Roll Investigation for Provocation when questioning someone (not for random insults)
-1: **Little Lies: Lying is easier the closer to the truth it is. Roll Investigation for Falsehood and Deception when part of a truth is in the lie
-1: **It’s part of the job: Sometimes looking like someones else is just part of the job. Roll Investigation for creating a disguise (not sure about what the limit on this would be)
-1: **Look behind you…: Following someone is easy, doing it without their knowledge is the trick, and you've got that trick down. Roll Investigation for Shadowing when following a suspect
-1: **I will find out what I want to know: Roll Investigation for Interrogation when interrogating a suspect

Might

Muscle-brained: Your concentration on all things physical has left you numb between the ears. Good for you that numb things don't feel much pain! Use Might instead of Conviction to determine mental Stress.

Presence

New Stunt Ideas: Presence -- Presence of the Alpha - Add a bonus of (+2?) whenever your physical appearance has a bearing on impressing people.
Animal Magnetism: Your natural charisma and confidence carry over to the Animal kingdom. Use Presence instead of Survival for Animal Handling.
Minions, Attack (Presence): You might not be good at fighting people, but you sure know how to point at a target.  You can use Presence as an attack in physical conflict so long as you have at least one minion for each point of Presence you have.  The weapons value of the attack is determined by the weakest weapon any of you minions are using.  This does not allow you to make spray or zone-wide attacks.  This stunt requires the Contacts stunts "The Boss" and "Minions."

Stealth

Silent Tank: When wearing armor you suffer no penalty to stealth rolls and your armor cannot be tagged to alert others to your presence.

Survival

Survival: Actions Speak Louder Than Words - Use survival to sense deception when body laguage can be read.
Animal Magnetism: Roll Survival? instead of Rapport for seduction attempts.....

Weapons

Combat sense: You have learned to compensate for a loss of sight in battle. If Blinded or otherwise rendered unable to see during a fight, reduce penalties for fighting with Weapons by 2. This only counts during an ongoing fight, if entering a fight already blinded, this stunt does not count.
Zatoichi: You have so thoroughly trained in vision-deprived combat that you are more attuned to using your other senses to fight with. Gain +1 when fighting with Weapons while blind or in total darkness(if you do not have the Shadow Walk power).
Mirror Stance: When defending with the weapon skill, if the attacker is attacking with the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their attack roll.
Reflection Shatters the Mirror: When attacking with the weapon skill, if the defender is attacking with  the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their defense roll.
Two-Handed Training: When using a melee weapon in both hands add half (rounded up) to the weapons damage total. (EX: A Weapon 2 becomes Weapon 3 and Weapon 3 becomes Weapon 5)
Old School Archer: You may use Weapons instead of Guns to attack with bows and crossbows.
Legendary Archer: When using a bow or crossbow with “Old School Archer” you can attack up to an additional 2 zones away.
Focused Strike: You can use the “Aiming” trapping with the Weapon skill for all weapons.
Footwork: Extensive training with melee weapons has taught you how to move your body to attack and defend. With skilled footwork you can parry or avoid anything your opponents throw at you. Use Weapons to defend against anything that athletics can.

Offline The Mighty Buzzard

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Re: Homebrew Stunts
« Reply #262 on: September 26, 2011, 08:17:55 PM »
Any chance you have these in a non-separated into multiple posts format?  Like say a text/word/etc... document on your computer somewhere?  If not, I'll eventually get them all together and stick them in some sort of one-stop shopping distribution method but I've got a Slacking of Great.
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #263 on: September 26, 2011, 09:42:51 PM »
I've got a word document.

Would you like me to email it to you?

Offline The Mighty Buzzard

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Re: Homebrew Stunts
« Reply #264 on: September 26, 2011, 10:11:59 PM »
Actually, I'd like to figure out a good permalink to the latest version in the first post and/or an automated update system.  If the target audience were all computer geeks, I'd say svn would be the way to go.  Dropbox or similar might work better for for this crowd though.
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #265 on: September 26, 2011, 10:27:23 PM »
I don't know enough about computers to do that.

I guess I could try using Google Documents. Upload the list and link to it. Never done that before, but Google stuff tends to be easy to use.

No idea how to make it auto-update.

But with one list on the boards and one on the wiki, I'm not exactly sure what the point of a third list would be.

Offline The Mighty Buzzard

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Re: Homebrew Stunts
« Reply #266 on: September 26, 2011, 11:04:08 PM »
Well, Dropbox is simple enough to learn in very little time and the files update themselves on everyone's computer every time you save them.  But if you prefer I can take weekly, or whatever, email drops of them and deal with that end of things.

The only real advantage over the wiki is it's available offline.  If you're in a place with no wifi coverage or some such, it won't update until you become connected to the net again but you'll have a known good copy from the last time you were.
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #267 on: September 27, 2011, 04:48:01 PM »
Alright, I'll give it a try.

Honestly, I'm not sure I see the use of this. But it sounds like it would be a good idea to get familiar with dropbox. And this is as good a way to practice as any.

Offline The Mighty Buzzard

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Re: Homebrew Stunts
« Reply #268 on: September 27, 2011, 08:20:14 PM »
Eh, I may just be oldschool and prefer to have a local copy of anything I'm going to use regularly.  Still, if you have multiple computers you use regularly, you'll see some benefit from it in fairly short order.

Gracias.
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Offline Sanctaphrax

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Re: Homebrew Stunts
« Reply #269 on: September 28, 2011, 04:58:23 AM »
Yeah, I just carry a USB drive.

But given how easy this was, I might start using it instead.

Tell me if this works.

http://dl.dropbox.com/u/43356063/DFRPG%20stunts%20%28sorted%29.docx
« Last Edit: December 24, 2016, 07:47:18 AM by Sanctaphrax »