Author Topic: Cleaning Up The Stunt List  (Read 40630 times)

Offline Silverblaze

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Re: Cleaning Up The Stunt List
« Reply #300 on: March 22, 2012, 04:07:29 PM »
I have a general question regarding the thread.  Once the stunts are updated/removed etc. -  Is there a thread where they are being collected so people can print them off or simply for ease of skimming/review?

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #301 on: March 22, 2012, 08:12:27 PM »
I think that maybe, with a slight rewrite, the portal and veil stunts could be made useful and non-offensive. I'll think about it.

If anyone has any suggestions, I'm listening.

Berserker Blood is not new, as ways and means says. It's from canon. So I won't be adding it here.

Instinctive Defence is pushing it a bit. It might or might not be balanced.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #302 on: March 23, 2012, 05:07:12 PM »
Oh, and the stunts will be collected in the master list thread when this is done. But if you want, I can take 5 minutes to make a dropbox file before then.

Offline Silverblaze

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Re: Cleaning Up The Stunt List
« Reply #303 on: March 24, 2012, 05:24:01 AM »
Oh, and the stunts will be collected in the master list thread when this is done. But if you want, I can take 5 minutes to make a dropbox file before then.

Not necessary, but I won't complain either.  Was just curious.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #304 on: March 26, 2012, 10:40:05 PM »
Aight, I thought a bit and I couldn't come up with a better way to do veil and portal stunts. So they're going to disappear until and unless someone else comes up with something.

Spellsinger is sticking around pending a possible "Alternate Magical Paradigm" power.

Song Of Emotion really ought to be an Incite Emotion upgrade. So that's what it'll be.

Post looks like this now:

Lore:

Blindingly Fast Change: You are able to shift forms in the blink of an eye – so fast that opponents are caught unprepared. You may shift forms (using the Beast Change or True Shapeshifting powers) without spending a supplemental action to do so. Once per scene, when shifting forms, you may spend a fate point to get +3 on your next 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 your Supernatural Sense power.
A Loremaster Must Have A Library: You didn’t become the walking library that you are today without owning a real one. Base the quality of your occult library on 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 Might to use heavy objects as melee weapons.
Heavy Object Throw: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as throwing weapons.

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. Use Might to Attack unarmed.
Chain-Grab: It takes a lot of skill, but it is possible to wrestle two people at once. You may use the rules for spray attacks when grappling.

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. You get a +1 bonus to Performance that for each.
The Complete Performer: An artist needs skills beyond just making art if he wants to be great. Fortunately, you have them. Add two to any skill being used to modify Performance.

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 Performance, rather than Deceit, for the Falsehood & Deception trapping.
Jester: You are a comedian. +2 to Performance 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 substitute your Performance skill for 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. Increase your Presence skill by 2 when using it to determine your reputation.
In Control: People instinctively wait for you to say your piece. You may use Presence instead of Empathy to determine social initiative.
Encouraging Leadership: People feel braver with your support. When leading a group in a social situation you may have your Presence skill complement that 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 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 conflict 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.[/b]
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.
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.
Morale Boost (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions.
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.
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.

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. Increase your Rapport skill by 2 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 Rapport for the Brush-Off trapping instead of Intimidation. Rapport-based Brush-Off attempts give the target with more of a "starstruck" attitude than "intimidated."
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. If the difficulty of the Resources roll made to acquire something would be increased due to legal restrictions you may ignore up to 2 shifts worth of increased difficulty.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. If the difficulty of the Resources roll made to acquire something would be increased due to item rarity you may ignore up to 2 shifts worth of increased difficulty.

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. Resources checks made to obtain weaponry get a two shift bonus.
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. Use Resources instead of Contacts for Gathering Information.
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.

Now it's time to clean the wording of these stunts up. After that, we can get started on the last post.

The end is in sight.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #305 on: March 31, 2012, 04:37:01 AM »
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.

Offline Tedronai

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Re: Cleaning Up The Stunt List
« Reply #306 on: March 31, 2012, 05:14:21 AM »
I was humming and hawing over Heavy Object [X], myself, and would certainly not see any immediate balance concerns with a combined version.

The standard format for the 'modification-modifiers' bothers me given the suggested option for longer-running campaigns of increasing the skill cap.  In any shorter game, they might as well be written so as to always treat the affected skill as being greater than that it modifies, so why not just come out and say precisely that as per Inhuman Strength?
I don't feel that a stunt should degrade in actual benefit (as opposed to comparative benefit) just because you've increased your base skill level.
Even Chaotic Neutral individuals have to apologize sometimes. But at least we don't have to mean it.
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Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #307 on: April 05, 2012, 02:30:13 AM »
Sounds sensible to me. I'll make those edits.

And now I'm going to post the entire list. The first four posts will be the nicely edited final versions, while the last post will be the colourful and messed-up unedited version.

In case anyone's thinking of interjecting with a post in the middle of the list, please don't. It'd be inconvenient.

EDIT: I've also added the forgotten Weight Training stunt to the Might section.
« Last Edit: April 05, 2012, 03:00:39 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #308 on: April 05, 2012, 03:01:09 AM »
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. 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 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. (A similar stunt could exist in many other skills.)
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.
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.
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. (Similar stunts could exist in Presence and Resources.)
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. (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 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 make a maneuver or Declaration 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.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #309 on: April 05, 2012, 03:01:59 AM »
Discipline:

Determinate: Your astonishing determination allows you to push yourself beyond your limits. Use your Discipline skill for the Long-Term Action trapping of the Endurance skill. (A similar stunt could exist in Conviction.)
Disciplined Body: (Requires Determinate) Your body moves because your mind tells it to. Use your Discipline skill to determine the length of your physical stress track. (A similar stunt could exist in Conviction.)
Master of the Sight: You are remarkably good at seeing through your third eye. Add one to your Discipline and Lore skills when using them to interpret or control the Sight.*
Spiritual Integration: You get along well with your Demonic Co-Pilot. Add two to your Discipline skill when using it to resist the effects of your Demonic Co-Pilot power.*
Unbroken Composure: Your mental strength allows you to remain calm when others would be caught off guard. You may use your Discipline skill for the Avoiding Surprise trapping of the Alertness skill.
Focused Fallout: Your spells are hard on the environment, but they're harder on the guys that you hit with them. When you take fallout as a consequence of casting a spell with insufficient control, reduce the power of the spell by two shifts less.*
Control The Conversation: Your tremendous self-control gives you tremendous social control. You may use your Discipline skill for the Social Initiative trapping of the Empathy skill.
Fearless: You are not easily scared. All attempts to intimidate you suffer a two shift penalty.
Reflexive Shield: Magic is the only defence you need. When you are attacked, you may sacrifice your next action to cast a defensive evocation.*
Landscape Command: You control your domain even more closely than most. Increase your Discipline skill by two when using it in conjunction with your Demesne power.*
Laser Focus: You find it easy to clear your mind in a stressful situation. Add two to your Discipline skill when using it for a maneuver to create an aspect based on concentration, willpower, or clear thought.
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 the Rapport skill.
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.

Driving:

City Driver: You've spent most of your life driving up and down the same streets. Add one to your Driving skill on city streets and ignore one point worth of increased difficulty due to traffic.
Gunner: You’re a former military man with the training to use vehicle weaponry. You may use your Driving skill to wield vehicle-mounted weaponry.
One Hand On The Wheel: Multitasking behind the wheel is second nature to you. Treat your Driving skill as infinite whenever it would complement, modify, or restrict another skill.
Sailor: For you, Driving would be better described as Sailing. Increase your Driving skill by one when using it to operate a water vehicle. Also, pick a type of water vehicle. When operating a vehicle of the chosen type, add two to your Driving skill instead.
Signature Ride: You’ve used a certain type of vehicle so much that its operation is instinctive to you. Pick a type of vehicle. Add two to your Driving skill when using that sort of vehicle.
Traffic Watcher: You really know how to use those rear-view mirrors. You may use your Driving skill instead of your Alertness skill to notice vehicles and road conditions, to detect vehicular ambushes, and to determine initiative while operating a vehicle.

Empathy:

Read You Like A Book: People's emotions are pretty damn obvious to you. Add two to your Empathy skill when using it to read people.
Bartender's Ear: Like any good bartender, you know how to understand drunk people. Add two to your Empathy skill when dealing with people who are under the influence of alcohol.

Endurance:

Tough as Nails: You don’t seem to feel pain the way normal people do. When an opponent tags or invokes one of your consequences when attacking you in a physical conflict they only receive +1 to their roll. If they choose to reroll, you may lock down one of their dice and leave them only 3 to reroll.
Inexhaustible Power: You always have a bit more juice to draw upon. You may take two additional mild mental consequences when facing the stress incurred from using Evocation.*
Fireproof: You are incredibly resistant to fire and extreme heat in general. You have a natural armour value of 2 against fire. This bonus stacks with other sources of armour.
Effortless Recovery: You don’t just heal fast. You heal easily. You take no penalty when erasing a consequence as a supplemental action with a Recovery power.*
Was That Supposed To Hurt?: You are TOUGH. You don't avoid attacks, you just take them right. You may use your Endurance skill to defend against any physical attack that could plausibly strike you without inflicting a significant injury.
Shrug It Off: You don't bother to dodge; you don't need to. When you are attacked in a physical conflict, you may choose to make your defence Mediocre. If you do so, roll your Endurance skill and gain armour against that attack equal to the result. Armour from this stunt stacks with all other forms of armour.
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.

Fists:

Patterns: Martial arts are actually a lot like dancing. You may use Fists instead of Performance to demonstrate martial arts moves.
Competition Fighting: You are a martial artist, not a fighter. Add one to your Fists skill as long as you aren't in a real fight.
Board Breaking: You break stuff with your hands. You may use your Fists skill for the Breaking Things trapping of the Might skill.
Street Fighter: You don't fight by the rules. If there's a piece of lead pipe lying around, you'll use it. You may use your Fists skill to wield improvised weapons.
No Holds Barred Beatdown: What’s the opposite of mercy? Whatever it is, you show plenty of it in your fights. All of your attacks with Fists inflict X additional stress, where X is the level of the worst consequence that you have inflicted on the target this scene. (A similar stunt could exist in Guns or in Weapons.)
Use Their Strength Against Them: Excessive strength can be a disadvantage if your opponent knows how to exploit it. Add one to your Fists skill when using it to attack, defend against, or block the actions of a character whose Might skill is greater than your Fists skill. (A similar stunt could exist in Weapons.)
Nasty Infighter: You practice judo or another grappling-based martial art. You may use your Fists skill for the Wrestling trapping of the Might skill.
Throws And Holds: (Requires Nasty Infighter) If you aren’t careful when attacking a wrestler, you’ll end up on the ground. On a successful close-combat defence with Fists, you may sacrifice your next action and invoke one of the attacker's aspects in order to turn that defence into an immediate grapple against the attacker with a strength equal to your defence roll. This grapple does not need to be renewed until you act again.
Guard Breaker: You have a talent for getting around certain types of defence. Pick a skill. Add one to your Fists skill when attacking someone who is using that skill to defend. (A similar stunt could exist in Guns or in Weapons.)
Potent Poison: The poison produced by your body is exceptionally powerful. Add one to your Fists skill for any use of the Venomous trapping of the Claws power.*
Destroyer Of Abominations: You hit harder when your enemy is something blasphemous. All attacks that you make with the Fists skill inflict two additional stress to creatures that are in some way unusually offensive to your faith. (A similar stunt could exist in Guns or in Weapons.)
Kick The Bruise: It really hurts to take two hits to the same place. Whenever you tag or invoke a consequence to benefit a Fists attack, that attack inflicts two extra stress. (A similar stunt could exist in Guns or in Weapons.)
Storm Of Punches: A great warrior fights as well against a thousand enemies as he does against one. You may make spray attacks with your Fists skill.
Demesne-Assisted Combat Focus: It's easy to win a fight when you control the world around you. Add one to your Fists skill when using to attack as long as you are in your Demesne. (A similar stunt could exist in Guns or in Weapons.)*
Demesne-Assisted Combat Specialization: It's easy to win a fight when you control the world around you. As long as you are in your Demesne, your Fists attacks inflict two additional stress. (A similar stunt could exist in Guns or in Weapons.)*
Bull Charge: You know how to use your momentum in a fight. If you move at least one zone as a supplemental action before making an attack with Fists, that attack inflicts two additional stress. (A similar stunt could exist in Guns or in Weapons.)
Talking With Your Fists: A guy with the ability to hurt you is always scary, even if he's got no charisma at all. You may use your Fists skill instead of your Intimidation skill when threatening someone with violence. (A similar stunt could exist in Guns or in Weapons.)
Unorthodox Fighting: People with formal training are less able to defend against your tomfoolery in combat. Add one to your Fists skill when making attacks against opponents who adhere strictly to a formal style of combat. (A similar stunt could exist in Guns or in Weapons.)
Give As Good As I Get: Sometimes, you have to do something crazy in order to win a fight. Once per scene, when you are attacked, you may spend a Fate Point. If you do so, you defend against the attack with an effective skill of Mediocre and may not use a Block to replace your defense roll. This might sound pretty grim, but take heart; if you attack your attacker with your Fists skill during your next action, you may add three to your attack roll and increase the weapon rating of your attack by three. (A similar stunt could exist in Weapons or in Guns.)

Guns:

Trained As A Unit: You were trained alongside the rest of your unit, and now that unit is like a single organism. Add two to your Guns skill when using it to make a maneuver while working together with at least one other character who has this stunt for the same unit as you. (A similar stunt could exist in many other skills.)
Team Player: You have been extensively trained to work together with others. Add two to your Guns skill when using it to make a maneuver to grant an aspect to an ally of yours. (A similar stunt could exist in many other skills.)
Killer Of Animals: Guns aren't for killing people: they're for killing animals. All attacks that you make with the Guns skill inflict two additional stress to mundane animals. (A similar stunt could exist in Fists or in Weapons.)
Long-Range Combat: You're most comfortable when your enemies are a ways away. Add one to your Guns skill when using it to attack from at least two zones away.
Killer of Many: You have killed a lot of people, but not so many monsters. All of your attacks with Guns inflict two additional stress to Pure Mortals. This stunt may be excessively broad in a game with an unusually high number of mortals, so GM discretion is advised. (A similar stunt could exist in Fists or in Weapons.)
Empty Mag Empty Room: (Requires Blaze Away) Sometimes you just have to fire every bullet you have. When you attack with a gun, you may choose to fire every bullet in your gun at once. If you do, each attack you make that exchange gets a +1 bonus.
Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms, and to make Declarations related to the modifications that you've made to your firearms. Add one to the stress inflicted by each attack you make with a gun that you either made or modified heavily.
Favoured Enemy: You've studied how to kill certain magical creatures. Choose a type of supernatural being. All attacks that you make with your Guns skill inflict two additional stress to that type of being. (A similar stunt could exist in Fists or in Weapons.)
Personal Arsenal: You own a great number of weapons, and you get new ones all the time. Use your Guns skill instead of your Resources skill when dealing with weaponry. (A similar stunt could exist in Weapons.)
Scope User: You know how to use a scope. Add two to your Guns skill when using it to make manoeuvres related to aiming while using a scope or laser sight.
Ammo Selection: There are many different types of bullet in the world, and each of them is suitable for a different situation. Given the chance to select and use ammunition appropriate to the situation, all of your attacks with Guns inflict two additional stress.
Sea Urchin Launcher Wielder: You are proficient in the use of the weapons of the Fomor people who live beneath the sea. Add one to your Guns skill when using it to attack with Fomor weapons.
This... Is My BOOMSTICK!: Somehow, talking like an action hero helps you shoot like one. Add one to your Guns skill when using it to attack with a shotgun, as long as you say a cheesy one-liner each time you attack.

Intimidation:

Scare 'em Straight: You are an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add one to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).**
Bad Cop: Cruelty is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Good Cop stunt, add two to your Intimidation skill. In addition, your social Intimidation attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Good Cop stunt as you make them.**
And Your Little Dog Too: People who shrug off the most brutal threats against themselves will often fold when their loved ones are threatened. When you make an Intimidation attack in which you threaten to harm someone other than the target of the attack, you inflict two additional stress.**
Rorschach-Style Information Gathering: You don't ask nicely when there's stuff you need to know. You may use your Intimidation skill for the Gathering Information trapping of the Contacts skill.
Scary Reputation: It’s at lot easier to scare someone if they’re already scared of your reputation. Use your Intimidation skill plus one to make Declarations about the terrible things people think you've done.
Polite Threats: (Requires Subtle Menace) It takes a special kind of person to make a death threat at a tea party. You are that special kind of person. You may use Intimidation without being rude or directly threatening someone.
I Find Your Lack Of Faith Disturbing: Really dedicated people are kind of scary. Add one to your Intimidation skill when using it to make attacks against someone whose Conviction skill is lower than yours.**
Torturer: You have the complete lack of mercy that is needed to torture someone properly. You may use your Intimidation skill to inflict mental stress as long as your target is entirely within your power.
Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for the social defence trapping of the Rapport skill.
Threats Of Violence: Fear and pain: they’re like best buddies. You always try to keep them together. Your Intimidation attacks inflict two additional stress to people that you have physically harmed recently.**
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 using it to place an aspect on another character with a maneuver as long as you can make eye contact with your target.**
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. You may treat your minions as weapon 2 for Intimidation attacks.**
Stirrer: You are very good at stirring up conflict amongst other people. Add to one to your Intimidation skill when using it to get one person angry with another.**

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #310 on: April 05, 2012, 03:04:20 AM »
Investigation:

Improved Psychometry: Your investigative skills are geared more to the magical than to the mundane. Add two to your Investigation skill when using it with the Psychometry power.*
Supernatural Detective: You specialize in the sort of cases that most cops don’t even believe in. Add two to your Investigation skill when investigating magic.
Ask Around: Asking the right questions is a big part of being a good investigator. Use your Investigation skill for the Gathering Information trapping of Contacts.
Real Detectives Improvise: Most people need a number of skills to investigate properly, but you seem to do alright without them. Whenever you use a skill to investigate something or someone, you may spend a Fate Point to use your Investigation skill instead of that skill. For example, you could spend a fate point to use your Investigation skill instead of your Empathy skill when analysing suspects in conversation.
Make Them Slip Up: (Requires Real Detectives Improvise) You are adept at angering your suspects just enough to make them say something they wouldn't have normally. Use your Investigation skill for the Provocation trapping of Intimidation.
Little Lies: (Requires Real Detectives Improvise) Those who seek the truth tend to lie a lot. Sad but true. Use your Investigation skill for the Falsehood And Deception trapping of Deceit.
It’s Part Of The Job: (Requires Real Detectives Improvise) Sometimes looking like someones else is just part of a detective's job. You may use your Investigation skill for the Disguise trapping of Deceit.
Look Behind You…: (Requires Real Detectives Improvise) Following a suspect is easy; doing it without their knowledge is the trick, and you've got that trick down. Use your Investigation skill for the Shadowing trapping of Stealth.
I Will Find Out What I Want To Know: There's not much point being able to get information from a crime scene if you can't get information from a person. Use your Investigation skill for the Interrogation trapping of Intimidation.
Never Miss A Beat: You are a seasoned investigator, and your keen eye alerts you to danger. Use your Investigation skill instead of your Alertness skill to avoid surprise.
Reading Suspects: Part of being a good detective is knowing whodunit long before anything can be proved. You may use your Investigation skill instead of your Empathy skill when you have at least one piece of evidence indicating that your target is a criminal.
Investigative Reporter: Your writing style depends more upon good research than anything else. You may use your Investigation skill instead of your Performance skill for journalism.
Excellent Journalist: (Requires Investigative Reporter) It’s not complicated: you’re just a good journalist. Add two to your Investigation skill when using it to replace your Performance skill.
Specialized Detective: You might not be the most versatile investigator, but you’re good at what you do. Pick a topic. Add two to your Investigation skill when investigating that topic.

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Re: Cleaning Up The Stunt List
« Reply #311 on: April 05, 2012, 03:04:55 AM »
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.*
Spell Resistance: Your extensive practical experience with hostile magic helps you mitigate its effects. You have an armour value of 1 against all stress originating from direct applications of magic. This armour stacks with all other sources of armour that may be effective against a magical attack.
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 Attack: Pure strength can compensate pretty well for a lack of skill sometimes. You may use your Might skill to make attacks with heavy objects.
Weight Training: You can operate normally with a hundred pounds on your back. Treat your Might skill as infinite whenever it would complement, modify, or restrict another skill.
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, treat that other skill as infinite.
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.
« Last Edit: April 08, 2012, 01:30:44 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #312 on: April 05, 2012, 03:10:25 AM »
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. You may use Scholarship to create computer programs.
Experimenter: You have the training to perform original research, while most just read about the research of others. You may use your Scholarship skill to carry out experiments and surveys.
Studies: Your education blurs the boundaries between the magical and mundane. Pick a subject (eg. fortune-telling). Add one to all Lore and Scholarship rolls relating to that subject.
Notable Scholar: You are known for the quality of your work. You may use scholarship instead of presence to determine your reputation.
Expert Appraisal: Through long experience you have developed an excellent sense of what things are worth. Increase your scholarship, investigation, or lore skill by 2 when using it to determine the value of an item.
Professional Teacher: You not only know things, you know how to teach them. Choose Scholarship or any social skill. You may use that skill to teach.

Quick Diagnosis: You've been a doctor long enough that making diagnoses is routine. You may make medical assessments two time increments faster.
Gamer: You are very good at playing games. Whenever you use a skill to play a game, increase it by one.
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. You may use your Scholarship skill to inflict appearance-related aspects on a helpless target. The duration of these aspects is equal to that of a consequence with a value equal to your Scholarship roll.
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. Pick a field of thaumaturgy other than crafting. You may use your Scholarship skill to determine the base complexity of the rituals you perform within that field.
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. Attacks with Scholarship can be defended against with Rapport, Scholarship, and sometimes Empathy.
Pre-Prepared Counterpoint: You’ve heard that argument before, and you know how to defeat it. You may use your Scholarship skill for social defence.

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 Stealth to attack instead of Fists, Weapons, or Guns.
Traceless: You don’t seem to leave footprints. The difficulty to track your movements is 2 shifts higher.

Among The Seaweed: You are a master of submersible subterfuge. Add two to your Stealth as long as you are at least partially underwater, and the difficulty of moving stealthily through water-based borders is reduced by two.
Silent Tank: For some strange reason, you are capable of sneaking around while wearing 30 pounds of steel plate armour. Reduce all penalties to Stealth rolls from encumbrance by two.


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. You may use all trappings of the survival skill with a +1 bonus while in an urban environment.
Supernatural Survivalism: You've spent time in the Nevernever and have a pretty good idea of how to survive there. Add 2 to your Survival skill when using it in the Nevernever.
Professional Panhandler: You live off the proceeds of your begging career. As a result, you've gotten good at begging. You may use your Survival skill to beg.
They're In the Trees: Basic wilderness survival includes a great deal of stealth. Roll Survival instead of Stealth for hiding and setting ambushes and traps 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: Let the lightning bolts flash. They can't hurt you. Add two to any roll that you make to resist environmental attacks.
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 for improvised Craftsmanship.
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 when making seduction attempts.

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, 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 defense trapping of Athletics.
Weapon Focus: You've trained to use a specific type of weapon. Choose a type of weapon. Add one to your weapons skill while wielding 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.
Lasso: You may make manoeuvres and attempt grapples with a lasso. A lasso has a range of one zone and is controlled with the Weapons skill.
Master Of The Lasso: (Require Lasso) You are very good at using a lasso. You may use your Guns, Might, or Weapons skill with a +1 bonus to wield a lasso.
Backstab: You aren’t so much a warrior as an assassin. When attacking an unaware target, you may spend a fate point to inflict 4 additional stress with an attack.
Hidden Weapons: Your knowledge of weapons helps you conceal them. Use your weapons skill instead of your deceit skill to conceal weaponry.
Twist the Knife: You know how to exploit the wounds of your opponents. When tagging or invoking another character's consequences in a physical conflict, add 1 to your attack roll.

Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with the Weapons skill ignore 2 points of armour rating.
Futuristic Weapons Proficiency: You're either from the future or very up to date about weapons technology. Increase your weapons skill by one when dealing with cutting-edge prototype weapons or weapons from the future.
Mounted Combat: You know how to fight from atop a horse. Add one to your weapons skill 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.
Excellent Formation: (Requires Phalanx Fighting) You have been extensively trained to fight as a unit with your fellow soldiers. Whenever you use Phalanx Fighting, you may select an additional two characters in your zone who have this stunt. Those characters may use your defence and physical armour scores in place of their own until your next action.
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 gets a +1 bonus to hit and inflicts two additional stress.
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. Use your Weapons skill instead of Contacts when dealing with other warriors (anyone for whom combat is the center of life).
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 wield enchanted items.
War Leader: Your subordinates bring out the best in you. Pick a group of people. Add one to your Weapons skill when 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 doing combat are very useful in situations where everyone is blind. Add one to your Weapons skill when attacking 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 attack someone with a weapon of the same type that your target is wielding, that target takes a -1 penalty to their defense roll.
Two-Handed Training: Two hands > one hand. Attacks that you make with a 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 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.
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: Cleaning Up The Stunt List
« Reply #313 on: April 07, 2012, 07:25:31 AM »
For most edits to this list, I've posted the original stunts and the edited versions together. Gonna try something different this time. I'm going to list the edits that I will make, then if there's no objections I'll edit the entire post in one go.

So, here are my planned changes:

-Programmer and Experimenter will be phrased as trapping adders.
-Studies and Notable Scholar will receive trivial rewordings.
-Expert Appraisal will be retooled to add an Appraisal trapping to Scholarship. It'll also be available for Investigation and Resources.
-Professional Teacher will just add a Teaching trapping to whatever skill you take it for. It'll be available in all kinds of skills.
-Quick Diagnosis will have its bonus increased to three time increments, because it's exceptionally specific.
-Gamer's gonna disappear.
-Plastic Surgeon will add a Plastic Surgery trapping to Scholarship. And I'll rewrite it so that it's effect is more loosely defined. It'll still work by creating, removing, and changing Aspects though.
-Scientist, Not Wizard will be broadened to cover all Rituals.
-Master Of Riddles will specifically be useful for attacks and maneuvers based around confusing people and making them feel dumb.
-A second Scholarship social attack stunt will be added that's useful for formal debating techniques.
-Pre-Prepared Counterpoint will use the social defence trapping of Rapport.

-Deadly Shadows will have its wording cleared up.
-Traceless will have its benefit increased to +3, since it's pretty darn narrow.
-Among The Seaweed and Silent Tank will be reworded slightly.

-Urban Survivalist and Supernatural Survivalism will be reworded slightly.
-Not sure what to do with Professional Panhandler. Any advice?
-They're In The Trees will be reworded slightly.
-Maelstrom-Weathering Indifference will become an armour stunt.
-Frontiersmen Have To Improvise, Superior Tracking, and Animal Magnetism will get small wording adjustments.

-Footwork will be reworded slightly.
-Weapon Focus will only boost attacks.
-Lasso will be reworded and opened up to Might users. I'll probably phrase it as a trapping adder.
-Master Of The Lasso will just give +1. No skill-switching nonsense.
-Backstab, Hidden Weapons, and Twist The Knife will be reworded.
-Defeat Armour will be made to apply only to armour from armour. In other words, it will be rendered ineffective against stunts and Toughness.
-Futuristic Weapon Proficiency will be moved to Guns, with a note saying that it would work under Weapons too.
-Not sure what to do with Excellent Formation. Any advice?
-Iajutsu and Warrior Culture will be rephrased.
-Enchanted Item Master and War Leader will be made to boost attacks only.
-Zatoichi will be reworded slightly.
-Two-Handed Training will be made to require an appropriately large weapon.

Any objections or suggestions? I'm still undecided on how to deal with a couple of stunts, as it says above.

Offline Tedronai

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Re: Cleaning Up The Stunt List
« Reply #314 on: April 07, 2012, 07:55:56 AM »
Professional Panhandler seems more appropriate as an aspect than as a stunt, to me.  It describes the source of the character's (probably rather low) Resources, not the source or mechanism of a substantial advantage.
If someone were to insist that a stunt by that name remain on the list, I would suggest that it move Resources' Lifestyle trapping to Survival.

Excellent Formation is...a bad stunt.  It requires at least 3 of at least 5 characters in a group to each spend 3 refresh on a specific stunt tree (itself a problematic design choice), incentivising each of those 3 characters to maximize their defense and armour ratings, and in exchange allows those characters to use the better of their own defense&armour or that of their teammate who's using a full defense.
In all likelyhood, this stunt, which itself costs 3 refresh over 3 characters, gives 2 characters a +2 to defense.  Sub-par.


Analysis of many of the remaining changes would require access to more detailed information, but I foresee no problems.
Even Chaotic Neutral individuals have to apologize sometimes. But at least we don't have to mean it.
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