Hopefully this is the final draft of post #4. Please tell me if there's some reason that it should be revised further.
Actually, scratch that.
I'm thinking of merging Heavy Object Swing and Heavy Object Throw. Each of them moves part of a single trapping, so merging them might make something equal to a standard trapping-moving stunt.
And I'm thinking of upgrading The Complete Performer. Other modification-modifiers set the modifying skill to Fantastic, so why doesn't this one?
Thoughts?
Lore:
Blindingly Fast Change: You are able to shift forms in the blink of an eye – so fast that opponents are caught unprepared. You take no penalty to your main action when using a supplemental action to change shape (using the Beast Change or True Shapeshifting powers). Once per scene, when shifting forms and attacking as part of the same action, you may spend a Fate Point to add three to your attack roll.*
I Know Fairies: Your knowledge of the supernatural includes personal familiarity with the fey. You may use your Lore skill instead of your Contacts skill when dealing with the fey.
A Potion For Everything: You always have exactly the right potion for any situation. Add two to your Lore skill when using it to declare that you have a certain potion.*
Occult Crafts: There are some things you just don’t learn to build in shop class. Choose a type of item that has some connection to the occult, like shrunken heads or voodoo dolls. You may use your Lore skill to create or repair items of that type.
Occult Ceremonies: Is there really that much difference between a séance and a play? Pick a type of ceremony. You may use your Lore skill instead of your Performance skill to perform that type of ceremony.
Improved Supernatural Senses: Your occult senses are sharp. That’s all there is to it. Add two to your Lore skill when using it with a Supernatural Sense.*
A Loremaster Must Have A Library: You didn’t become the walking library that you are today without owning a real one. Determine the quality of your occult library with your Lore skill rather than your Resources skill.
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:
Heavy Object Swing: Pure strength can compensate pretty well for a lack of skill sometimes. You may use your Might skill to make melee attacks with heavy objects.
Heavy Object Throw: Pure strength can compensate pretty well for a lack of skill sometimes. You may use your Might skill to make ranged attacks with heavy objects.
Clever Wrestling: You aren't easy to hold down. Treat all grapples that are made against you as though their strength was two shifts lower.
Power Over Finesse: Your unarmed attacks rely on brute strength rather than on clever technique. You may use your Might skill to attack unarmed.
Chain-Grab: It takes a lot of skill, but it is possible to wrestle two people at once. You may grapple more than one character at once. This requires you to split the result of your grapple roll among your targets as though you were making a spray attack.
Master Grappler: (Requires Wrestler) As a result of long training, some actions in a grapple have become instinctive to you. Pick one of the supplemental actions that you may take while grappling. You suffer no penalty for taking that action in a grapple.
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:
Artist: You are an artist, obviously. Pick a genre and a medium. Add one to your Performance skill when dealing with something that is part of either your chosen medium or your chosen genre, and add two to your Performance skill when dealing with something that is part of both your chosen genre and your chosen medium.
The Complete Performer: An artist needs skills beyond just making art if he wants to be great. Fortunately, you have them. Whenever your Performance skill is complemented, restricted, or otherwise modified by one of your other skills, add two to that other skill.
Spellsinger: Music is magic, at least for you. You may use your Performance skill for spellcasting control.*
Playing To Expectations: Being a good actor requires being a good liar. You may use your Performance skill for the Falsehood & Deception trapping of the Deceit skill.
Jester: You are a comedian. Add two to your Performance skill when using it to make jokes and generally be funny.
Mixed Drinks: Some people paint paintings. Some people carve sculptures. You mix cocktails. Add two to your Performance skill when using it to make alcoholic drinks.
Target Audience: You know your audience. Pick a type of being. When playing to beings of that type, add two to your Performance skill.
Cult Following: (Requires Target Audience) You’ve got the kind of fans that most artists would kill for, and that some are killed by. When dealing with beings within your target audience, you may substitute your Performance skill for your Contacts skill.
Method Actor: A good actor can slip into his role so completely that his original self is consumed. Pick a type of being. You may use your Performance skill instead of your Deceit skill to impersonate that type of being. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
Acting Scary: (Requires Method Actor) Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, you may use your Performance skill instead of your Intimidation skill.
Favourite Subject Matter: You know one subject and you know it really well. Pick a topic. When producing art that pertains to that topic, add two to your Performance skill.
Building Upon The Mood: You know how to use the local ambience to maximum effect. Add two to your Performance skill when tagging or invoking a scene aspect to boost a Performance roll.
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:
Famous: You are very well known. Add two to your Presence skill when using it to determine your reputation.
In Control: People instinctively wait for you to say your piece. You may use your Presence skill instead of your Empathy skill to determine your social initiative.
Encouraging Leadership: People feel braver with your support. When leading a group you may have your Presence skill complement the Presence skills of the members of your group.
Authority Figure: You are in charge. Add two to your Presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).
Force Of Personality: Force of will and force of personality aren't really all that different. Use your Presence skill to determine the length of your mental stress track.
Stubborn: You don’t give up on an argument easily. You may take 1 additional mild social consequence.
Spin Doctor: You are an expert in social damage control. You may take 2 additional mild social consequences as long as you have an audience.
Pretty Fly For A Dead Guy: It’s not easy to pull of the “decomposing carcass” look, but you manage it somehow. Ignore two shifts worth of social penalties from Living Dead.*
Regal Attitude: You understand how to be powerful, which is much more difficult than it sounds. Use your Presence skill plus one to make Declarations related to power and who has it in any given social situation.
The Opinions Of Your Sort Are Irrelevant to Me: You just don’t really care about what certain beings have to say. Pick a type of being. You have armour: 1 against social attacks from that type of being.
Respect The Power: You have an inherent advantage in social conflicts because of your personal power. When you are in a position of obvious power, add two to your Presence skill.
Protected By Prejudice: The preconceptions of others make it difficult for them to act against you socially. Choose a common (but not universal) prejudice, like “the elderly should be treated with respect”. As long as that prejudice applies, you have armour 1 against all social attacks. This bonus stacks with other sources of social armour.
Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add two to your Presence skill when you are at work.
Welcome To My World: In your domain, you are more confident and people treat you better. Pick a place. Add two to your Presence skill when in that place.
Bolstered Presence: A person with some minions is always more powerful-seeming than someone with none. Add two to your Presence skill as long as you have some subordinates around.
Presence Of The Alpha: You look exactly the way an alpha male should. Add two to your Presence skill when using your physical appearance to impress people.
Animal Magnetism: Your natural charisma and confidence carry over to the animal kingdom. You may use your Presence skill for the Animal Handling trapping of Survival.
Minions, Attack!: (Requires Minions) You might not be good at fighting people, but you sure know how to point at a target. This stunt allows you to treat your minions as weapons rather than as independent characters. Minions are wielded with the Presence skill. The weapon rating, range, and other traits of a group of minions depends on their numbers, quality, and equipment. (Similar stunts could exist in Contacts and Resources.)
Minions, Defend! (Requires Minions, Attack!) Your loyal minions defend you capably. As long as you have minions present, you may use your Presence skill to defend against physical attacks. (Similar stunts could exist in Contacts and Resources.)
Coordinated Attack (Requires Minions, Attack!) Your expert leadership helps your minions hit their targets. Add one to your Presence skill when using it to attack with your minions. (Similar stunts could exist in Contacts and Resources.)
Morale Boost (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions. (Similar stunts could exist in Contacts and Resources.)
Human Wall (Requires Minions, Defend!) As long as your minions are around, you're safe. Even in the center of a battlefield. Add two to your Presence skill when using it to defend against physical attacks. (Similar stunts could exist in Contacts and Resources.)
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. (A similar stunt could exist in Scholarship.)
Rapport:
Nothing Suits Me Like A Suit: The right suit can make a lousy point seem brilliant. If you're so well dressed, how could you possibly be wrong? As long as you are wearing a tailored suit, your Rapport attacks inflict two additional stress.**
Blank Face: Your facial expression doesn't reveal anything. Add two to your Rapport skill when using it to defend against an Empathy "read".**
Everybody's Buddy: People like you. You may use your Rapport skill for the Knowing People trapping of the Contacts skill.
Chat Up The Crowd: The difference between small talk and an information-gathering campaign is nothing more than scale. You may use your Rapport skill for the Gathering Information trapping of the Contacts skill.
Poker Face: You are an absolute master of politely revealing nothing. When Closing Down, your intentions aren't obvious until your opponent beats your Rapport.
Good Cop: Kindness is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Bad Cop stunt, add two to your Rapport skill. In addition, your social Rapport attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Bad Cop stunt as you make them.**
My Crowd Likes Me: You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Add two to your Rapport skill when using it to on that type of being. This bonus does not apply to attacks or to defence rolls.**
Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when using it as a defence when there's money at stake.**
Suave: You are gifted at talking your way past people – you may use your Rapport skill for the Brush-Off trapping of the Intimidation skill. Rapport-based Brush-Off attempts don't scare people; instead they render their targets starstruck.
Redirected Conversation: You argue the way a judoka fights. When you successfully defend against a social attack with Rapport, you may sacrifice your next action to place a temporary aspect on the attacker.
Pitiful: Man, I feel sorry for you. Add two to your Rapport skill when making maneuvers to create aspects based off of pity.**
Interviewer: You have been trained to ask effective questions. Add two to your Rapport skill when using it to extract information from someone. Reduce the bonus provided by this stunt to one when it applies to a social attack.**
Resources:
Licenses for Everything: You have a licence, real or fake, to own everything under the sun. You may ignore up to two shifts of increased Resources difficulty that result from legal restrictions.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. You may ignore up to two shifts of increased Resources difficulty that result from item rarity.
I Get By: You aren't rich exactly, but somehow you never ever suffer from a lack of money. Treat your Resources skill as Fantastic whenever it would complement, modify, or restrict another skill.
Shut Up And Take My Money: You're very good at bribery, be it subtle or overt. Bribery-based attacks that you make with the Resources skill inflict two additional stress.**
Professional Gambler: Your funds at a given time are determined by chance more than anything else. Whenever you roll Resources, flip a coin. If heads, add two to your roll.
Arsenal: You have access to an impressive supply of weaponry. Add two to your Resources skill when using it to buy or already own weaponry.
Improved Arsenal: (Requires Arsenal) You have access to an armoury better than that of some national armies. Ignore all legal restrictions when purchasing weaponry.
Money Talks: For some bizarre reason, everyone wants to talk to the guy who hands out money. You may use your Resources skill for the Gathering Information trapping of the Contacts skill.
Treasure: Your resources are rather old-fashioned: where most people have stocks and bonds, you have gold and jewels. Add two to your Resources skill when using it to buy or already own gold, jewels, and other such things.
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 adventure, 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. This is not related to and may be used in concert with the standard rules for using someone else's Resources.
Glitterati: Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.