Scholarship:
Cracker: Using a computer and hacking one are pretty much the same thing. You may use your Scholarship skill to defeat computerized security.
Programmer: You know how to code. Add a new trapping called Programming to your Scholarship skill. The Programming trapping is used to write, edit, and analyse computer code. This trapping goes beyond simple Computer Use and into the domain of professional computer people.
Studies: Your education blurs the boundaries between the magical and mundane. Pick a subject (eg. fortune-telling). Add one to your Lore and Scholarship skills when dealing with that subject.
Notable Scholar: You are known for the quality of your work. You may use your Scholarship skill for the Reputation trapping of the Presence skill.
Expert Appraisal: Through long experience you have developed an excellent sense of what things are worth. Add a new trapping called Appraisal to your Scholarship skill. The Appraisal trapping is used to determine the value of objects and to perform Assessments and Declarations concerning the qualities of objects. (A similar stunt could exist in Investigation or Resources.)
Professional Teacher: You not only know things, you know how to teach them. Add a new trapping called Teaching to your Scholarship skill. The Teaching trapping is used to teach people things associated with the Scholarship skill, and for social interaction with one's students. (A similar stunt could exist in many other skills.)
Quick Diagnosis: You've been a doctor long enough that making diagnoses is routine. You may make medical assessments three time increments faster.
Master Of Factoids: You know a lot of little things that have an odd way of coming in handy. Add two to your Scholarship skill when using it to Declare Minor Details.
Plastic Surgeon: You know how to rearrange someone’s face permanently. Add a new trapping called Plastic Surgery to your Scholarship skill. The Plastic Surgery trapping is used for maneuvers and Declarations that affect the appearance of one's patients. With a sufficiently high roll, it can even inflict consequences or alter permanent aspects.
Research Is Research: Honestly, there isn’t much difference between reading up on quantum physics and reading up on voodoo. You may use your Scholarship skill to perform research into supernatural topics.
Scientist, Not Wizard: To you, magic is just an obscure branch of science where humanity’s understanding is lacking. You may use your Scholarship skill to determine the base complexity of any rituals you perform.
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 and maneuvers intended to confuse and overawe people. Such attacks and maneuvers can be defended against with Rapport, Scholarship, or Empathy.
Formal Logic: Arguing is, in fact, a thing that you can learn in school. You may use your Scholarship skill to make social attacks and maneuvers that are phrased as logical arguments. Such attacks and maneuvers can be defended against with Rapport or Scholarship.
Pre-Prepared Counterpoint: You’ve heard that argument before, and you know how to defeat it. You may use your Scholarship skill for the social defence trapping of the Rapport skill.
Non-Academic Studies: Not all subjects are taught in university. You may add an additional field of knowledge to those covered by your Scholarship skill.
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.
Meteorologist You are trained as a meteorologist and so you are skilled at predicting the weather. You may use your Scholarship skill plus one to make Assessments and Declarations about the weather.
Stealth:
Sneak Attack: You prefer to attack by surprise. When preparing or carrying out an ambush, add two to your Stealth skill.
Deadly Shadows: It's easy to kill someone who can't see you, regardless of your skills. When attacking a character that cannot see you, you may use your Stealth skill to instead of your Fists, Weapons, or Guns skills.
Traceless: You don’t seem to leave footprints. The difficulty of any attempt to track your movements is three shifts higher then it normally would be.
Among The Seaweed: You are a master of submersible subterfuge. Add two to your Stealth skill as long as you are at least partially underwater, and reduce the difficulty of moving stealthily through water-based borders by two.
Silent Tank: For some strange reason, you are capable of sneaking around while wearing 30 pounds of steel plate armour. You may ignore up to two shifts worth of penalties to your Stealth rolls from encumbrance.
Survival:
Outdoorsman: Your extensive field experience helps you operate in the wild. You may have your Survival skill complement your Stealth and Investigation skills as long as you are in the wilderness.
Rider: You could play a game of poker in the saddle if you wanted to. Add two to your Survival skill when using it to ride.
Urban Survivalist: You prefer the concrete jungle to the leafy one. Add one to your Survival skill as long as you are in an urban environment. Furthermore, you may use every trapping of the Survival skill while in a city.
Supernatural Survivalism: You've spent time in the Nevernever and have a pretty good idea of how to survive there. Add two to your Survival skill as long as you are in the Nevernever.
They're In the Trees: Basic wilderness survival includes a great deal of stealth. You may use your Survival skill for the Hiding and Ambush trappings of the Stealth skill as long as you are outdoors.
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.
Maelstrom-Weathering Indifference: Thunderstorms don't scare you. Sometimes you don't even notice them. You have an armour value of 1 against all environmental stress. This armour stacks with all other sources of armour.
Frontiersmen Have To Improvise: Making stuff out of the things around you is an integral part of wilderness survival. You may use your Survival skill instead of your Craftsmanship skill to build things out of scavenged materials.
Superior Tracking: You could track a bacterium across ten parsecs of glass in a rainstorm with your eyes closed. Add two to your Survival skill when using it to track.
Caveman Lifestyle: You know how to live naked in the wilderness. Ignore two shifts worth of increased Survival difficulty from lack of tools.
Actions Speak Louder Than Words: Dealing with animals, who don't talk, has given you an excellent grasp of body language. You may use your Survival skill to see through the Disguise and Distraction and Misdirection trappings of Deceit.
Animal Magnetism: It's a bit demeaning to equate seduction to animal training, but in your experience there isn't all that much difference between the two activities. You may use your Survival skill instead of your Rapport skill to seduce people.
Weapons:
Footwork: With skilled footwork you can parry or avoid anything your opponents throw at you, as long as you have the familiar weight of a melee weapon in your hands to guide you. You may use your Weapons skill for the defence trapping of Athletics as long as you are wielding a melee weapon.
Weapon Focus: You've trained to use a specific type of weapon. Choose a type of weapon. Add one to your Weapons skill when using it to attack with that type of weapon.
Weapon Specialization: You know how to attack effectively with a specific type of weapon. Choose a type of weapon. Your attacks with that type of weapon inflict 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.
Tie 'Em Up: It's actually quite possible to tie a guy up in the middle of a knife fight. It just requires a little bit of skill. As long as you have a lasso, a fighting chain, a set of bolas, or some similar weapon, you may use your Weapons skill to maneuver and grapple against targets up to one zone away. (A similar stunt could exist in Might.)
Master Of Restraints: (Requires Tie 'Em Up) You are very good at restraining people with weapons. Add one to your Weapons skill when using it with your Tie 'Em Up stunt. (A similar stunt could exist in Might.)
Backstab: You aren’t so much a warrior as an assassin. Once per scene, when ambushing someone, you may spend a Fate Point to inflict four additional stress on a successful attack. This stacks with all other damage-increasing stunts.
Hidden Weapons: Your knowledge of weapons helps you conceal them. You may use your Weapons skill to conceal weaponry.
Twist the Knife: You know how to exploit the wounds of your opponents. Add one to your Weapons skill when tagging or invoking one of a character's consequences to benefit a Weapons attack against that character.
Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with the Weapons skill ignore two points worth of worn armour.
Mounted Combat: You know how to fight from atop a horse. Add one to your Weapons skill when using it to attack while riding an animal.
Power Attack: You put all your strength into an attack, increasing power at the expense of precision. You may take a -1 penalty to an attack roll before rolling to increase the stress inflicted by that attack by 3.
Shield Carrier: You know how to use a shield. Add one to your physical armour score as long as you are carrying a shield.
Phalanx Fighting: (Requires Shield Carrier) You know how to use a shield in a formation. Whenever you take a full defence action while carrying a shield, you may select two other characters in the same zone as you who have this stunt. Increase each of their physical armour scores by one until your next turn.
Quick Draw: You can draw and use a weapon in a single motion. You take no penalty when drawing a weapon as a supplemental action (page YS:213); if you're in a race to see who draws first, or anything else having to do with your speed or ability to draw, gain a +1 on the roll.
Iaijutsu: (Requires Quick Draw) You are trained in iaijutsu, the art of drawing a sword. The first attack you make with a sword each scene inflicts two additional stress. Furthermore, you may add one to your Weapons skill when making it.
Bows Are Weapons: They totally are. You may use your Weapons skill to wield bows, including crossbows.
Legendary Archer: (Requires Bows Are Weapons) Bows are not just weapons, they're your weapons of choice. When wielding a bow or crossbow with your Weapons skill, increase the range of that weapon by two zones.
Warrior Culture: There’s a certain fellowship among those who fight for a living. You may use your Weapons skill in place of your Contacts skill when dealing with other warriors. Anyone for whom combat is the centre of life is a warrior as far this stunt is concerned.
Know Your Blades: As a result of advanced training, you are able to recognize many styles of combat, using Weapons as a knowledge and perception skill focused on fighting. This enables you to make assessments and declarations related to fighting styles and fighting culture using your Weapons skill. Such rolls are made at +1.
Enchanted Item Master: Using magical weapons is slightly different from using normal ones, and for you it's much easier. Add one to your Weapons skill when using it to attack with an enchanted item.
War Leader: Your subordinates bring out the best in you. Pick a group of people. Add one to your Weapons skill when using it to attack while commanding those people in combat.
Combat Sense: You have learned to compensate for a loss of sight in battle. You never take environmental penalties to Weapons rolls from blindness, even if compelled. What's more, if an aspect based on blindness you possess is tagged or invoked by an opponent of yours during combat, it provides no benefit to the invoker.
Zatoichi: Your non-vision-based methods of fighting are very useful in situations where everyone is blind. Add one to your Weapons skill when using it to attack an opponent who cannot see clearly.
My Weapon Speaks For Me: A guy with a weapon and the skill to use it is always scary, even if he's got no charisma at all. You may use your Weapons skill instead of your Intimidation skill when threatening someone with a weapon.
Mirror Stance: Your unusual fighting style lets you defend effortlessly when you are using a weapon similar to that of your opponent. When you are attacked with a weapon of the same type that you are wielding yourself, you may inflict a -2 penalty to the attack roll. If you do so, you must defend against the attack using your Weapons skill.
Reflection Shatters the Mirror: Your unusual fighting style makes your attacks hard to defend against when you are using a weapon similar to that of your opponent. When you make an attack with your Weapons skill against a target who is wielding a weapon of the same type as you, that target takes a -1 penalty to their defense roll.
Two-Handed Training: Two hands > one hand. Attacks that you make with your Weapons skill using a two-handed weapon held in both of your hands inflict two additional stress.
Focused Strike: Given a moment to aim, your attacks are devastating. Add two to your Weapons skill when using it to make an aim-based maneuver.
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 using it to make 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.
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 defence.
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.