Difference between revisions of "Mortal Stunts"
From Tenebrous Isles
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|style="color:#000;"|{{tab}}The following are stunts available for use with the Athletics skill: | |style="color:#000;"|{{tab}}The following are stunts available for use with the Athletics skill: | ||
− | + | *'''Dazing Counter''': When you succeed with style on a defend action against an opponent’s Fight roll, you automatically counter with some sort of nerve punch or stunning blow. You get to attach the Dazed situation aspect to your opponent with a free invoke, instead of just a boost. | |
− | *''' | ||
*'''Hardcore Parkour''': +2 to overcome actions with Athletics if you are in a chase across rooftops or a highly crowded environment. | *'''Hardcore Parkour''': +2 to overcome actions with Athletics if you are in a chase across rooftops or a highly crowded environment. | ||
− | *''' | + | *'''Human Spider''': Difficult surfaces aren’t much trouble to scale; gain +2 to all climbing rolls. |
*'''Fleet of Foot''': When sprinting, gain a +2 to Overcome barriers. | *'''Fleet of Foot''': When sprinting, gain a +2 to Overcome barriers. | ||
− | *''' | + | *'''Mighty Leap''': Any barriers that your character tries to overcome by jumping gain +2 to the roll. |
− | *''' | + | *'''Sprinter''': You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. |
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! <h2 style="margin:0; background:#03104F; font-size: 120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Burglary</h2> | ! <h2 style="margin:0; background:#03104F; font-size: 120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Burglary</h2> | ||
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| style="color: #000;"|{{tab}}The following are stunts available for use with the Burglary skill: | | style="color: #000;"|{{tab}}The following are stunts available for use with the Burglary skill: | ||
*'''Always a Way Out''': +2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location. | *'''Always a Way Out''': +2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location. | ||
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*'''The Big Picture''': When casing a target with a create an advantage roll, you gain the ability to define an additional aspect about the target (such as Broken Window Latch) when you succeed with style on the roll, for a total of two aspects. | *'''The Big Picture''': When casing a target with a create an advantage roll, you gain the ability to define an additional aspect about the target (such as Broken Window Latch) when you succeed with style on the roll, for a total of two aspects. | ||
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*'''Safe Cracker''': Any lock-picking effort takes place two steps faster than usual on the time table. | *'''Safe Cracker''': Any lock-picking effort takes place two steps faster than usual on the time table. | ||
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+ | *'''Security Specialist''': You don’t have to be present to provide active opposition to someone trying to overcome security measures you put in place or worked on. (Normally, a character would roll against passive opposition for that.) | ||
+ | |||
+ | *'''Talk the Talk''': You can use Burglary in place of Contacts whenever you’re dealing specifically with other thieves and burglars. | ||
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! <h2 style="margin: 0; background: #03104F; font-size: 120%; font-weight: bold; border: 1px solid #D4D4D4; text-align: left; color: #D4D4D4; padding: 0.2em 0.4em;">Casting</h2> | ! <h2 style="margin: 0; background: #03104F; font-size: 120%; font-weight: bold; border: 1px solid #D4D4D4; text-align: left; color: #D4D4D4; padding: 0.2em 0.4em;">Casting</h2> | ||
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|style="color:#000;"| {{tab}}The following are stunts available for use with the Contacts skill: | |style="color:#000;"| {{tab}}The following are stunts available for use with the Contacts skill: | ||
*'''Ear to the Ground''': Whenever someone initiates a conflict against you in an area where you’ve built a network of contacts, you can roll Contacts instead of Notice for initiative, because you got tipped off in time. | *'''Ear to the Ground''': Whenever someone initiates a conflict against you in an area where you’ve built a network of contacts, you can roll Contacts instead of Notice for initiative, because you got tipped off in time. | ||
+ | |||
+ | *'''I Know Just the Guy''': When you’re looking to gather some information from your network of contacts, you have unerring instincts for finding the right person, fast. When gathering information, your efforts are at a +1 and are 1 time increment faster. | ||
*'''Rumormonger''': +2 to create an advantage when you plant vicious rumors about someone else. | *'''Rumormonger''': +2 to create an advantage when you plant vicious rumors about someone else. | ||
*'''The Weight of Reputation''': You can use Contacts instead of Provoke to create advantages based on the fear generated by the sinister reputation you’ve cultivated for yourself and all the shady associates you have. You should have an appropriate aspect to pair with this stunt. | *'''The Weight of Reputation''': You can use Contacts instead of Provoke to create advantages based on the fear generated by the sinister reputation you’ve cultivated for yourself and all the shady associates you have. You should have an appropriate aspect to pair with this stunt. | ||
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! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Crafts</h2> | ! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Crafts</h2> | ||
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*'''Better than New!''': Whenever you succeed with style on an overcome action to repair a piece of machinery, you can immediately give it a new situation aspect (with a free invoke) reflecting the improvements you’ve made, instead of just a boost. | *'''Better than New!''': Whenever you succeed with style on an overcome action to repair a piece of machinery, you can immediately give it a new situation aspect (with a free invoke) reflecting the improvements you’ve made, instead of just a boost. | ||
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*'''Car Mechanic''': You know the ins and outs of cars like nobody’s business. Gain a +2 on Crafts whenever dealing with a car or truck and a +1 on other personal vehicles (boats, motorcycles, small aircraft). | *'''Car Mechanic''': You know the ins and outs of cars like nobody’s business. Gain a +2 on Crafts whenever dealing with a car or truck and a +1 on other personal vehicles (boats, motorcycles, small aircraft). | ||
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*'''Monkey with a Wrench''': Sure, building and fixing is nice, but taking things apart is more satisfying. When using Crafts to take something apart, gain a +1 on the effort and get it disassembled 1 time increment (YS315) faster. | *'''Monkey with a Wrench''': Sure, building and fixing is nice, but taking things apart is more satisfying. When using Crafts to take something apart, gain a +1 on the effort and get it disassembled 1 time increment (YS315) faster. | ||
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+ | *'''Surgical Strikes''': When using Crafts in a conflict involving machinery, you can filter out unwanted targets from whole-zone attacks without having to divide up your shifts (normally, you’d need to divide your roll between your targets). | ||
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|- | |- | ||
! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Deceive</h2> | ! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Deceive</h2> | ||
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|style="color:#000;"|{{tab}}The following are stunts available for use with the Deceive skill: | |style="color:#000;"|{{tab}}The following are stunts available for use with the Deceive skill: | ||
+ | *'''Document Forging''': You are trained in the forging of official documents (such as ID, birth records, and the like) or letters. You can roll Deceive +2 to create these documents, but using them or planting them where they will be of use (like in a library or government office) might require the use of other skills, such as Burglary or Stealth. Anyone exposed to these documents gets a Notice or Scholarship roll to spot the deception. | ||
+ | |||
+ | *'''Honest Lies''': Whenever incorporating a real, valuable piece of the truth (however marginally valuable it may be) into a lie, you gain a +2 on your efforts to pass off the untrue parts. | ||
+ | |||
*'''Lies upon Lies''': +2 to create a Deceive advantage against someone who has believed one of your lies already during this session. | *'''Lies upon Lies''': +2 to create a Deceive advantage against someone who has believed one of your lies already during this session. | ||
+ | |||
+ | *'''Make-Up Artist''': Given enough time, you can create very convincing disguises, ones that will hold up to deeper inspection (although not to careful scrutiny and magic). Gain a +2 to create advantage rolls when making a disguise. | ||
*'''Mind Games''': You can use Deceive in place of Provoke to make mental attacks, as long as you can make up a clever lie as part of the attack. | *'''Mind Games''': You can use Deceive in place of Provoke to make mental attacks, as long as you can make up a clever lie as part of the attack. | ||
*'''One Person, Many Faces''': Whenever you meet someone new, you can spend a fate point in order to declare that you’ve met that person before, but under a different name and identity. Create a situation aspect to represent your cover story, and you can use Deceive in place of Rapport whenever interacting with that person. | *'''One Person, Many Faces''': Whenever you meet someone new, you can spend a fate point in order to declare that you’ve met that person before, but under a different name and identity. Create a situation aspect to represent your cover story, and you can use Deceive in place of Rapport whenever interacting with that person. | ||
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*'''Pick-Pocket''': You may use the Deceive instead of Burglary to pick-pockets. This includes the filching of small items from a desk or someplace similar. | *'''Pick-Pocket''': You may use the Deceive instead of Burglary to pick-pockets. This includes the filching of small items from a desk or someplace similar. | ||
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|style="color:#000;"| {{tab}}The following are stunts available for use with the Drive skill: | |style="color:#000;"| {{tab}}The following are stunts available for use with the Drive skill: | ||
*'''Hard to Shake''': +2 to Drive whenever you’re pursuing another vehicle in a chase scene. | *'''Hard to Shake''': +2 to Drive whenever you’re pursuing another vehicle in a chase scene. | ||
+ | |||
+ | *'''Like the Back of My Hand''': Your knack for shortcuts gives you a +2 to Driving when using it for street knowledge and shortest-path navigation. | ||
*'''Pedal to the Metal''': You can coax more speed out of your vehicle than seems possible. Whenever you’re engaged in any contest where speed is the primary factor (such as a chase or race of some kind), when you tie with your Drive roll it’s considered a success. | *'''Pedal to the Metal''': You can coax more speed out of your vehicle than seems possible. Whenever you’re engaged in any contest where speed is the primary factor (such as a chase or race of some kind), when you tie with your Drive roll it’s considered a success. | ||
+ | |||
+ | *'''Pilot''': Your focus is on aircraft, not cars. Gain +1 to your Driving when piloting an aircraft; choose a specific kind that you’re best with (helicopters, jet airliners, personal aircraft) for an additional +1 when steering that type. | ||
*'''Ramming Speed!''': When ramming another vehicle, you ignore 2 stress of damage. So if you ram and hit for 4 stress, you only take 2 yourself. | *'''Ramming Speed!''': When ramming another vehicle, you ignore 2 stress of damage. So if you ram and hit for 4 stress, you only take 2 yourself. | ||
*'''Rider''': Your focus is on animals, not cars. Gain +1 to your Driving when riding an animal; choose a specific kind that you’re best with for an additional +1 when riding that type. | *'''Rider''': Your focus is on animals, not cars. Gain +1 to your Driving when riding an animal; choose a specific kind that you’re best with for an additional +1 when riding that type. | ||
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*'''Shake the Tail''': When you are the one being followed in a car-chase, you have a real talent for sudden turns and daring maneuvers to shake off your pursuers. Gain a +2 to Drive in such a case. | *'''Shake the Tail''': When you are the one being followed in a car-chase, you have a real talent for sudden turns and daring maneuvers to shake off your pursuers. Gain a +2 to Drive in such a case. | ||
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|style="color:#000;"|{{tab}}The following are stunts available for use with the Fight skill: | |style="color:#000;"|{{tab}}The following are stunts available for use with the Fight skill: | ||
+ | *'''Backup Weapon''': Whenever someone’s about to hit you with a Disarmed situation aspect, spend a fate point to declare you have a backup weapon. Instead of a situation aspect, your opponent gets a boost instead, representing the momentary distraction you suffer having to switch. | ||
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*'''Heavy Hitter''': When you succeed with style on a Fight attack and choose to reduce the result to gain a boost, you gain a full situation aspect with a free invocation, instead. | *'''Heavy Hitter''': When you succeed with style on a Fight attack and choose to reduce the result to gain a boost, you gain a full situation aspect with a free invocation, instead. | ||
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*'''Hurled Weapon''': You can use Fight in order to throw melee weapons with a Rating of 2 into adjacent zones. Doing so puts a scene aspect called Disarmed on you, which you have to deal with, but no one gets to invoke that for free. | *'''Hurled Weapon''': You can use Fight in order to throw melee weapons with a Rating of 2 into adjacent zones. Doing so puts a scene aspect called Disarmed on you, which you have to deal with, but no one gets to invoke that for free. | ||
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*'''Martial Artist''': You recognize many different styles of fighting. When you create an advantage based on your targets form, you gain a +2. | *'''Martial Artist''': You recognize many different styles of fighting. When you create an advantage based on your targets form, you gain a +2. | ||
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*'''Lethal Weapon''': (Requires Martial Artist) Your hands are lethal weapons. Your bare hands are considered Weapon 2 against unarmored opponents. | *'''Lethal Weapon''': (Requires Martial Artist) Your hands are lethal weapons. Your bare hands are considered Weapon 2 against unarmored opponents. | ||
− | *Off-Hand Weapon Training: You know how to fight more effectively with two weapons in hand. Normally, you may only take the damage bonus from one weapon on a successful hit; with this stunt, you may add half of the second weapon’s bonus as well (round up). | + | *'''Off-Hand Weapon Training''': You know how to fight more effectively with two weapons in hand. Normally, you may only take the damage bonus from one weapon on a successful hit; with this stunt, you may add half of the second weapon’s bonus as well (round up). |
+ | |||
+ | *'''Redirected Force/Riposte''': (Requires Martial Artist) You’re an expert at turning close-combat attacks against themselves. When you succeed with style on a defense roll, you create a situation aspect on your opponent instead of a boost. | ||
*'''Wall of Death''': Your skill with your weapon is such that you can attack several opponents at once, creating a veritable “wall of death” around you. This allows you to use the Fight skill to make spray attacks with your weapon of choice against opponents that are in your zone. | *'''Wall of Death''': Your skill with your weapon is such that you can attack several opponents at once, creating a veritable “wall of death” around you. This allows you to use the Fight skill to make spray attacks with your weapon of choice against opponents that are in your zone. | ||
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|style="color:#000;"|{{tab}}The following are stunts available for use with the Lore skill: | |style="color:#000;"|{{tab}}The following are stunts available for use with the Lore skill: | ||
+ | *'''Finely Tuned Third Eye''': Your “sixth sense” that can perceive the presence of a supernatural “ick” factor (YS135) is unusually sensitive for a pure mortal. Gain +2 to your Lore whenever using it as an Notice substitute to pick up on the presence of the supernatural. | ||
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*'''I’ve Read about That!''': You’ve read hundreds – if not thousands – of books on a wide variety of supernatural topics. You can spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify having read about the action you’re attempting. | *'''I’ve Read about That!''': You’ve read hundreds – if not thousands – of books on a wide variety of supernatural topics. You can spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify having read about the action you’re attempting. | ||
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*'''Occultist (specify)''': You’re an expert on a particular arena of arcane lore. This must be limited, but it can still cover a fair number of things, such as Vampires or Demons. Gain a +1 to Lore when researching things covered by such a topic. You must also define a sub-category within that category, such as “Red Court Vampires” or “Hunter-Killer Demons” to gain an additional +1 (total of +2) for research. This stunt may be taken multiple times. Multiple bonuses towards the same category stack, sub-categories do not. | *'''Occultist (specify)''': You’re an expert on a particular arena of arcane lore. This must be limited, but it can still cover a fair number of things, such as Vampires or Demons. Gain a +1 to Lore when researching things covered by such a topic. You must also define a sub-category within that category, such as “Red Court Vampires” or “Hunter-Killer Demons” to gain an additional +1 (total of +2) for research. This stunt may be taken multiple times. Multiple bonuses towards the same category stack, sub-categories do not. | ||
− | *''' | + | *'''Shield of Reason''': You can use Lore as a defense against Provoke attempts, provided you can justify your ability to overcome your fear through rational thought and reason. |
*'''Spiritual Navigator''': Gain +2 to rolls to find ways into and through the Nevernever. | *'''Spiritual Navigator''': Gain +2 to rolls to find ways into and through the Nevernever. | ||
+ | |||
+ | *'''Well Learned''': Choose a field of specialization, such as Hawaiian, Polynesian, or European. You get a +2 to all Lore rolls relating to that field of specialization. | ||
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|} | |} | ||
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|style="color:#000;"|{{tab}}The following are stunts available for use with the Notice skill: | |style="color:#000;"|{{tab}}The following are stunts available for use with the Notice skill: | ||
*'''Attention to Detail''': You can use Notice instead of Empathy in order to defend against attempts to use Deceive against you. What others discover through gut reactions and intuition, you learn through careful observation of micro-expressions. | *'''Attention to Detail''': You can use Notice instead of Empathy in order to defend against attempts to use Deceive against you. What others discover through gut reactions and intuition, you learn through careful observation of micro-expressions. | ||
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*'''Body Language Reader''': You can use Notice in place of Empathy to learn the aspects of a target through observation. | *'''Body Language Reader''': You can use Notice in place of Empathy to learn the aspects of a target through observation. | ||
− | *''' | + | *'''Corner of My Eye''': When successfully rolling Notice passively to pick up on details, gain an additional 2 shifts. This reflects the ability to pick up on more pieces of information, but it does not improve the depth of that information (which would take things into the realm of Investigate). |
− | *''' | + | *'''Danger Sense''': You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you. |
*'''On My Toes''': Gain +2 to Notice when using it to determine initiative. | *'''On My Toes''': Gain +2 to Notice when using it to determine initiative. | ||
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*'''Quick Eye''': When examining a location for clues, your eye is quick to pick out the visual details. Your first Notice roll to determine deeper details about a scene is at +2. | *'''Quick Eye''': When examining a location for clues, your eye is quick to pick out the visual details. Your first Notice roll to determine deeper details about a scene is at +2. | ||
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+ | *'''Reactive Shot''': You can use Notice instead of Shoot to make quick, reactive shots that don’t involve a lot of aiming. However, because you’re having a knee-jerk reaction, you’re not allowed to concretely identify your target before using this stunt. So, for example, you might be able to shoot at someone you see moving in the bushes with this stunt, but you won’t be able to tell if it’s friend or foe before you pull the trigger. Choose carefully! | ||
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! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Performance</h1> | ! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Performance</h1> | ||
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|style="color:#000;"| {{tab}}The following are stunts available for use with the Physique skill: | |style="color:#000;"| {{tab}}The following are stunts available for use with the Physique skill: | ||
+ | *'''Bend and Break''': Gain +2 to Physique when breaking objects. | ||
+ | |||
*'''Grappler''': +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them. | *'''Grappler''': +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them. | ||
+ | |||
+ | *'''No Pain, No Gain''': You can take a bunch of punishment before it starts to add up. You may take 2 additional mild physical consequences. | ||
*'''Take the Blow''': You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie. | *'''Take the Blow''': You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie. | ||
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*'''Tireless''': Your Physique is considered Fantastic whenever Physique might restrict, complement, or otherwise modify another skill. This has no effect when Physique is rolled directly, however. | *'''Tireless''': Your Physique is considered Fantastic whenever Physique might restrict, complement, or otherwise modify another skill. This has no effect when Physique is rolled directly, however. | ||
− | *''' | + | *'''Tough as Nails''': Once per session you may spend a fate point to reduce the severity of a moderate physical consequence to a mild physical consequence, or erase a mild physical consequence altogether. |
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! <h2 style="margin: 0; background: #03104F; font-size: 120%; font-weight: bold; border: 1px solid #D4D4D4; text-align: left; color: #D4D4D4; padding: 0.2em 0.4em;">Provoke</h2> | ! <h2 style="margin: 0; background: #03104F; font-size: 120%; font-weight: bold; border: 1px solid #D4D4D4; text-align: left; color: #D4D4D4; padding: 0.2em 0.4em;">Provoke</h2> | ||
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| style="color: #000;"|{{tab}}The following are stunts available for use with the Provoke skill: | | style="color: #000;"|{{tab}}The following are stunts available for use with the Provoke skill: | ||
*'''Armor of Fear''': You can use Provoke to defend against Fight attacks, but only until the first time you’re dealt stress in a conflict. You can make your opponents hesitate to attack, but when someone shows them that you’re only human your advantage disappears. | *'''Armor of Fear''': You can use Provoke to defend against Fight attacks, but only until the first time you’re dealt stress in a conflict. You can make your opponents hesitate to attack, but when someone shows them that you’re only human your advantage disappears. | ||
+ | |||
+ | *'''Okay, Fine!''': You can use Provoke in place of Empathy to learn a target’s aspects, by bullying them until they reveal one to you. The target defends against this with Will. (If the GM thinks you’d be able to learn a particular aspect this way anyway, then you get a +2 bonus.) | ||
*'''Provoke Violence''': When you create an advantage on an opponent using Provoke, you can use your free invocation to become the target of that character’s next relevant action, drawing the attention away from another target. | *'''Provoke Violence''': When you create an advantage on an opponent using Provoke, you can use your free invocation to become the target of that character’s next relevant action, drawing the attention away from another target. | ||
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*'''Rule with Fear''': Taking this stunt establishes that your reputation is based on how scared people are of you, far more than anything else. Use Provoke instead of Rapport whenever rolling to represent your reputation. | *'''Rule with Fear''': Taking this stunt establishes that your reputation is based on how scared people are of you, far more than anything else. Use Provoke instead of Rapport whenever rolling to represent your reputation. | ||
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*'''Demagogue''': +2 to Rapport when you’re delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, you may target them all simultaneously with one roll rather than dividing up your shifts.) | *'''Demagogue''': +2 to Rapport when you’re delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, you may target them all simultaneously with one roll rather than dividing up your shifts.) | ||
+ | |||
+ | *'''Let Me Tell You a Story…''': You have the gift of gab, able to draw the attention of others with colorful words and stories. This tends to leave your audience distracted. You may use Rapport instead of Deceive in order to mount a distraction (YS126), so long as you are able to talk to your targets. | ||
*'''Popular''': If you’re in an area where you’re popular and well-liked, you can use Rapport in place of Contacts. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification. | *'''Popular''': If you’re in an area where you’re popular and well-liked, you can use Rapport in place of Contacts. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification. | ||
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*'''Sex Appeal''': Folks attracted to people of your gender cannot help but notice you. You’ve got “it.” Receive a +2 to the roll on any seduction attempts you make with Rapport, provided that the target is someone who could be receptive to your advances. | *'''Sex Appeal''': Folks attracted to people of your gender cannot help but notice you. You’ve got “it.” Receive a +2 to the roll on any seduction attempts you make with Rapport, provided that the target is someone who could be receptive to your advances. | ||
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| style="color: #000;"|{{tab}}The following are stunts available for use with the Resources skill: | | style="color: #000;"|{{tab}}The following are stunts available for use with the Resources skill: | ||
+ | *'''Filthy Lucre''': If it involves using money and other gifts in illegal or corrupt ways - bribery, mainly—you have a talent for making it work. Your dirty money travels farther, made frictionless by the greasy stain of it all. Gain a +2 to Resources whenever using it for illicit purposes. | ||
+ | |||
+ | *'''High Quality Workspace''': Instead of Resources–2, your “automatic” personal workspace (YS139) is of a quality equal to your Resources. Alternately, it’s still Resources–2, but it’s able to fulfill two workspace functions (such as Academic as well as Arcane Research). This stunt may be taken multiple times to broaden the number of workspace functions available to you, but it may never be used to improve the quality above the level of your Resources skill. | ||
+ | |||
+ | *'''Lush Lifestyle''': Your wealth is well-established and robust, making you the man or woman who has everything. Normally, someone may be assumed to have an item that costs two steps less than his Resources without having to seek it out and buy it, assuming that it makes sense for him to have attained it previously. In your case, it’s any item equal to or less than your Resources. | ||
+ | |||
*'''Money Talks''': You can use Resources instead of Rapport in any situation where ostentatious displays of material wealth might aid your cause. | *'''Money Talks''': You can use Resources instead of Rapport in any situation where ostentatious displays of material wealth might aid your cause. | ||
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*'''Trust Fund Baby''': Twice per session, you may take a boost representing a windfall or influx of cash. | *'''Trust Fund Baby''': Twice per session, you may take a boost representing a windfall or influx of cash. | ||
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! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Scholarship</h1> | ! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Scholarship</h1> | ||
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| style="color: #000;"|{{tab}}The following are stunts available for use with the Will skill: | | style="color: #000;"|{{tab}}The following are stunts available for use with the Will skill: | ||
− | *''' | + | *'''Calm Blue Ocean''': You are skilled at keeping your emotions in check. Gain +2 to Will when rolling to keep emotions under control. |
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+ | *'''Devout Words''': The strength of your faith alone allows you to give others pause. You may use your Will skill to defend in physical conflict. | ||
*'''Hard Boiled''': You can choose to ignore a mild or moderate consequence for the duration of the scene. It can’t be compelled against you, and can’t be invoked by your enemies. However, at the end of the scene it comes back 1 stage worse (mild becomes moderate, etc.). | *'''Hard Boiled''': You can choose to ignore a mild or moderate consequence for the duration of the scene. It can’t be compelled against you, and can’t be invoked by your enemies. However, at the end of the scene it comes back 1 stage worse (mild becomes moderate, etc.). | ||
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*'''Indomitable''': Gain +2 to defend against Provoke attacks related to intimidation and fear. | *'''Indomitable''': Gain +2 to defend against Provoke attacks related to intimidation and fear. | ||
− | *''' | + | *'''Resilient Self-Image''': Your sense of self is strong, enabling you to endure more psychological punishment than most. When facing torture or other extreme interrogation techniques, You may take 2 additional mild mental consequences. |
− | *''' | + | *'''Strength From Determination''': Use Will instead of Physique on any overcome rolls representing feats of strength. |
*'''Tower of Faith''': Strongly held beliefs enable you to protect your mind from the aggression of others. Provided you get a chance to pray or otherwise call upon your faith, gain Armor:1 against any mental stress in a scene. | *'''Tower of Faith''': Strongly held beliefs enable you to protect your mind from the aggression of others. Provided you get a chance to pray or otherwise call upon your faith, gain Armor:1 against any mental stress in a scene. | ||
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Revision as of 03:29, 26 March 2017
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