Cleaned up formatting, adjusted wording, made a few final adjustments to a few stunts.
Semi-significant changes were made to Scavenger, Actual Priest, The Advantage Of Familiarity, Sneaky Bastard, the Bricoleur tree, and I'm Looking For Mr Brown.
Considered changing Sportsman meaningfully, ultimately decided against it.
Objections welcome.
Alertness:
Attention!: You have been trained to follow orders instantly in combat. When in a physical conflict, you may replace your initiative with that of a friendly character with this stunt.
The Advantage Of Familiarity: There are benefits to knowing a place really well. Pick a location or a small neighbourhood. Add two to your Alertness skill while you are 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.
Notice Tell: Your keen senses allow you to pick up on the subtle clues that indicate when a person is lying. You may use your Alertness skill to defend against Deceit-based maneuvers and attacks.
Master of the Tell: (Requires Notice Tell) Long practice has made you incomparably good at noticing the mannerisms that accompany deception. Add two to your Alertness skill when using it to defend against Deceit-based maneuvers and attacks.
Primitive Tracker: Your methods of tracking are simple and intuitive, but nonetheless effective. Use your Alertness skill for the Tracking trapping of Survival.
Inspector: Short-term and long term inspection of something are essentially the same thing. You may use your Alertness skill for the Examination trapping of Investigation.
Notice the Unseen: You have an uncanny knack for noticing things that are magically hidden. Add three to your Alertness skill when using it to notice things that are either invisible or veiled.
Athletics:
War Mount: You work together with your rider in order to defend yourselves. Add two to your Athletics skill when using it for defense while being ridden.
Protector: You are an expert at the protection of others. Add two to your Athletics skill when using it to create a block to protect another character.
Sportsman: Sports are your life. Pick a sport. Add two to your Athletics skill when using it to play that sport.
Ball Toss: Throwing a basketball isn't very different from throwing a knife. You may use your Athletics skill to wield thrown weapons. You do not get any bonus from speed powers for these attacks.
Reading the Line of Fire: You can tell where the bullets will go before the trigger is pulled. Add two to your Athletics skill when using it to dodge gunfire.
I Grew Up Doing This: You are very familiar with a certain environment, and you find it easy to navigate its obstacles. Pick an environment. Add two to your Athletics skill when using it to bypass barriers in that environment.
Highly Mobile: You move abnormally easily, and you find it easy to do other things while moving. You may move one zone each turn as a supplemental action without taking the normal -1 penalty.
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 defense rolls against area attacks.
Unhindered Defenses: 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 defense 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 defense 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.
Burglary:
Security Expert: Knowing how to case a place means that you know how to protect a place against other people with the same idea. You may use your Burglary skill to perform blocks blocking the future use of Burglary against the same target as long as you have a chance to correct the security flaws that you notice.
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”. The difficulty of an attempt to “buy” something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
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.
I Lupin!: Somehow, you can always pull of a stroke of larcenous brilliance when it really counts. Once per scene, you may spend a Fate Point in order to get a +4 bonus to a Burglary roll.
Burglar's Signature: Some aspect of your character makes you an expert thief. Pick one of your aspects. Add two to the result of any Burglary roll that you invoke that aspect on.
Contacts:
Absolute Authority: You are good at being in charge. Add two to your Contacts skill as long as you are in a position of authority over those you intend to contact.
Friends Everywhere: Your network of contacts extends around the world. You may ignore up to two points worth of penalties to your Contacts skill due to an unfamiliar area.
Chain of Command: You are a soldier, and other soldiers answer to you. Add two to your Contacts skill when using it to deal with other soldiers.
The Boss: People do what you say. Add a new trapping to your Contacts skill, called Employment. You may use this trapping to find obedient subordinates in a particular category, chosen when you take this stunt.
Minions: (Requires The Boss) You have some loyal henchmen. You may use your Contacts skill to Declare that they are present, with a difficulty determined by the situation and the quality of your henchmen.
My Buddy Has One Of Those: Your friends are very willing to let you borrow whatever you need. You may use your Contacts skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Not Actually Mine”. The difficulty of an attempt to “buy” something with Contacts may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
I'm Looking For Mr Brown: You are extremely good at tracking people down. When trying to find someone with your Contacts skill, add two to your Contacts skill and make the relevant rolls one time increment faster.
On The Watch: (Requires Ear To The Ground) There’s something that you’re on the watch for, and you have a network of people who will tell you if it happens. The difficulty of any Getting The Tip-Off roll that you make related to that topic is reduced by four. (This doesn’t stack with Ear To The Ground).
Member: You are a member of an organization. Add two to your Contacts skill when using it to contact other members of that organization. The situations in which this will be useful depend heavily on the organization.
Too Cool for School: All the kids wanna be just like you. Add two to your Contacts skill when dealing with young adults between high school and middle school age.
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.
Network of Informants: You know people who know things about the things that you want to know things about. Pick a subject. Add two to your Contacts skill when using it to Gather Information or Get The Tip Off about that subject.
Conviction:
Sermonize: Your speeches are more about passion than presentation. Add a Sermonize trapping to your Conviction skill. This trapping can be used to speak about moral, ethical, and religious issues.
Righteous:* You are nearly unstoppable when you’re doing what’s right. Add two to your Conviction skill when using it with your Righteousness power.
Trust The Leader: Your faith in your boss, be it the archangel Uriel or Colonel Carrington, is absolute. Pick a being. You may take two additional mild social or mental consequences against attempts to make you think or act against that being.
Fire And Brimstone: Threatening someone's body isn't really your style. You prefer to threaten the soul. You may use Conviction instead of Intimidation when threatening someone on a spiritual level.
Stubborn Faith: You cling to your beliefs with amazing determination. You may take two additional minor consequences against attempts to make you act directly against the principles of your faith.
Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.
Religious Contacts: You are well loved for your piety. You may use your Conviction skill instead of your Contacts skill when dealing with people who have centred their lives around the same religion as you.
Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill for the social defence trapping of Rapport.
Threshold Guardian:* Your very presence is a shield against the forces of evil. Add three to your Conviction skill when using it in conjunction with the Bless This House power.
Boosted Hexes: You don’t get along with technology at all. Even compared to other wizards. All technology is treated as though it were two steps lower on the hexing table.*
You Do Not Want To See My Soul: Your soul has a truly profound effect on those who see it. Add two to your Conviction skill when using it to make mental attacks in a Soulgaze.
Closer To God: For whatever reason, God guides you just a little more carefully than is normal. Add two to your Conviction skill when using it with your Guide My Hand power.
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.
Sunday School: Being religious means knowing about religion. Use your Conviction skill to determine your religious knowledge.
Craftsmanship:
Percussive Maintenance: Sometimes a malfunctioning gadget just needs a good swift kick. You may spend a fate point to make any repair attempt in one exchange. Treat all such repairs as Jury-Rigged repairs.
Do You Like It? I Made It Myself: A weapon you made yourself is a weapon that you know really well. When you wield weapons that you built yourself, your Craftsmanship skill complements whatever other skill you use to wield that weapon.
Personalized Weaponry Engineering: Clever engineering can compensate for a lack of combat skill. When you take this stunt, pick a broad category of weapon. You may make weapons of this category with the special quality that you may wield them with your Craftsmanship skill. Such weapons will often include odd devices and unusual features that make their use very different from that of a normal weapon.
From Another Time: You are intimately familiar with the technology of a time other than the present. Choose a time period other than the present day. Add two to your Craftsmanship skill when dealing with stuff from that time period.
Innovation Trumps Experience: Teaching yourself sorcery with a background in engineering means not using the “traditional" Crafting methods. The strength ratings of the enchanted items that you create are based off of your Craftsmanship skill.
Bunker Builder: You know how to make effective fortifications. Given time, you may fortify a zone with your Craftsmanship skill. Your Craftsmanship roll than functions as a block against entry to that zone and ranged attacks into it.
Bricoleur: You are skilled at improvising when making, breaking, or repairing something. Add one to your Craftsmanship skill when making Declarations and Assessments in the art of Bricolage ("to make creative and resourceful use of whatever materials are at hand (regardless of their original purpose)").
Skilled Bricoleur: (Requires Bricoleur) Your creativity at improvising is unparalleled. You may ignore up to two points of penalties to your Craftsmanship skill due to insufficient tools or materials.
Master Bricoleur: (Requires Skilled Bricoleur) Your skill and resourcefulness are unparalleled. When you engage in the art of Bricolage, your creations are cobbled together two time increments faster than normal and last two time increments longer than they would otherwise.
Big Pocking Wrench: You can do a lot as long as you have your trusty giant wrench on hand. Add two to your Craftsmanship skill when using it to fix or break something with a large wrench.
Scavenger: There is an art to making things quickly out of cannibalized parts. You find it easy, because the people who made the thing you took apart did most of the work. If as part of a Craftsmanship roll made to build or fix something you take apart an object that contains parts appropriate to the thing you are building or fixing, you may make that Craftsmanship roll two time increments faster.
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. When in an area that you have booby-trapped, you may make physical attacks with your Craftsmanship skill. The weapon ratings and ranges of these attacks depend upon the traps used to make them.
Deceit:
Feint: When it looks like you're going to go right, you go left. And vice versa. Add two to your Deceit skill when using it to maneuver in physical combat.
Superior Feint: (Requires Feint) They thought they had you, but they thought wrong. You may use your Deceit skill to defend against the physical attacks of characters who have aspects that you placed on them with a Deceit maneuver.
Data Manipulation: It's easy to fool someone when you have graphs to back you up. In your hands, charts and graphs are weapon 2 for Deceit attacks. There must be some sort of connection between the chart or graph and the attack, but it need not be a solid one.
One Big Lie: Tell a lie long enough and you begin to believe it. Pick a statement that isn't true. Add two to your Deceit skill when using it to convince someone that that statement is true. Reduce the bonus provided by this stunt to one when it applies to a social or mental attack.
Shield of Lies: Your lies run so deep that you almost believe them yourself. You may use your Deceit skill instead of your Presence skill to determine the length of your social stress track.
Impenetrable Bluff: You can bluff like a poker pro. Maybe you are a poker pro. Increase your Deceit skill by two when using it to bluff.
It's Just Creative Lying: Really, acting is just an advanced form of lying. You may your Deceit skill for the Playing To An Audience trapping of the Performance skill when acting.
The Appearance Of Wealth: You seem like a wealthy and powerful person, regardless of the reality. You may use your Deceit skill for the Money Talks trapping of the Resources skill.
Wearing An Extremely Trustworthy Face: It's hard to disbelieve what those closest to you tell you. While successfully impersonating someone, your Deceit attacks inflict two additional stress to that someone's close associates.
Founded Upon Lies: You are very good at turning innocuous lies into devastating ones. Whenever you invoke or tag an aspect that you created with a Deceit maneuver to boost a Deceit roll, add one to your roll in addition to the normal benefits.
Defensive Lies: You can come up with a counterpoint to any point, as long as you don’t worry about honesty. You may use your Deceit skill for the social defense trapping of the Rapport skill.
Houdini: You could be found by the police standing next to a burned-down church with a handful of matches and a can of gasoline and still get away scott free. Add two to your Deceit skill when using it to defend against attempts to discern or prove your involvement in a crime.
Faustian Pact: Your job is to trick people into signing unfair contracts. When you make a social attack with Deceit to convince someone to make a deal, you may treat a written copy of the deal as weapon 2.
Illusion Of Grandeur: Making a good first impression is all about misrepresenting yourself. You may use your Deceit skill instead of your Rapport skill to make a good first impression.
"Honest" Lawyer: Okay, maybe they don’t exist. But most people would say that you are one, anyway. Use your Deceit skill instead of your Scholarship skill to represent your legal knowledge.
Master Manipulator: You can treat other people like chess pieces and make it work. Add one to your Deceit skill when using it to make an attack designed to trick your target into following a preset plan of yours.
"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when using it to create an aspect based off of feigned benevolence or friendship.
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 to make social attacks based off of persuasion.