The purpose of this thread is the collection and dissemination of fan-made stunts for the Dresden Files Roleplaying Game.
It is written under the assumptions that stunts can enhance magical abilities in some limited ways, and that social stunts obey the same limitations as physical ones.
If you disagree with the former assumption, ignore every stunt marked with a single asterisk like so: *.
If you disagree with the latter assumption, increase the power of every stunt marked with two asterisks like so: **.
The contents of this list are available as a text document
here.
This list underwent a pretty serious revision back in 2012. If you want, you can find the pre-revision version of it
here.
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. Your Endurance skill never restricts your Alertness skill owing to a lack of rest. In addition, add one to your Alertness skill when using its Passive Awareness and Avoiding Surprise trappings while in the same zone that you were in during the previous exchange.
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 social 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. You may 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 defence 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. (A similar stunt could exist in many other skills.)
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.
Spell Sense: Through exposure to and training against spellcasters you have developed a nearly preternatural awareness of danger from magical attacks. As such, you can react to that danger sooner and more effectively. Add two to your Athletics skill when using it to defend against spellcasting (including enchanted items).
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. For the purposes of this stunt, a valid environment is any area or type of area that you expect to spend a significant amount of time outside of.
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 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.
Run Away: Discretion is the better part of valour, at least for you. On a successful defence with Athletics, you may sacrifice your next action to turn that defence roll into an immediate Sprint action.
Graceful Silence: Your natural poise and grace enable you to pass quietly and undetected. You may use your Athletics skill for the Skulking trapping of the Stealth skill.
Deadly Grace: Your speed and agility let you take people down before they realise what's going on. You may use your Athletics skill for the Ambush trapping of the Stealth skill.
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 against the future use of Burglary upon a target that you have successfully assessed with the Casing trapping. This block represents your efforts to correct the security flaws that you notice. Its duration and the time taken to set it up will vary according to the GM's discretion.
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.
Disable Device: If you can take apart a lock, you can take apart a clock. You may use your Burglary skill for the Breaking trapping of the Craftsmanship skill.
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 called Employment to your Contacts skill. The Employment trapping is used to acquire or already have subordinates, employees, and minions. An employee's relevant skills are generally roughly equal to half of the roll made to hire them. Employees will not perform risky, illegal, or unethical actions unless you take a penalty to your hiring roll in order to find people willing to do risky, illegal, or unethical things. (Similar stunts could exist in Presence and Resources.)
Minions, Attack!: (Requires The Boss) 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 Contacts 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 Presence and Resources.)
Minions, Defend!: (Requires Minions, Attack!) Your loyal minions defend you capably. As long as you have minions present, you may use your Contacts skill for the Dodging trapping of the Athletics skill. (Similar stunts could exist in Presence and Resources.)
Coordinated Attack: (Requires Minions, Attack!) Your expert leadership helps your minions hit their targets. Add one to your Contacts skill when using it with the benefits of Minions, Attack!. (Similar stunts could exist in Presence 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 Presence 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 Contacts skill when using it with the benefits of Minions, Defend!. (Similar stunts could exist in Presence and Resources.)
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 the Gathering Information trapping of the 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. Pick a topic roughly as broad as “Lawbreaking” or “My Little Pony”. 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 roughly as broad as “the Red Court” or “academic politics”. Add two to your Contacts skill when using it to Gather Information or Get The Tip Off about that subject.
Discreet Investigations: You are unusually subtle when it comes to gathering information. It isn't obvious when you use the Gathering Information trapping of the Contacts skill; people need to beat your Contacts roll with one of their own to notice it.
Conviction: Sermonize: Your speeches are more about passion than presentation. Add a new trapping called Preaching to your Conviction skill. The Preaching trapping is used to make social attacks, social maneuvers, and public speeches that are related to religious or moral 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 your Conviction skill for the Threats trapping of the Intimidation skill when threatening someone with eternal damnation, divine hatred, or some similar fate.
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. (This stunt may be excessively broad in some games. Please be cautious with it.)
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 when determining how easily you can hex it.*
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.
I KNOW I'm Right!: Your knowledge of the righteousness of your beliefs gives you strength in trying times. You may use your Conviction skill for the Mental Defence trapping of the Discipline skill.
Set in My Ways: You're old. It took you decades to form your beliefs and you're not about to abandon them. Add two to your Conviction skill when using it to resist attempts to change your deeply-held beliefs or your core identity.