Difference between revisions of "Mortal Stunts"

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<center><font size=7 face=Gaelic color=#00004C>'''Mortal Stunts List'''</font><br><font size=5 face=Gaelic color=#00004C>'''Here you will find a list of the Mortal Stunts used at Tenebrous Isles along with a description of what they're used for.'''</font></center>
<center><font size=5 face=Gaelic color=#00004C>'''Stunts List'''</font><br><font size=3 face=Gaelic color=#00004C><br>'''Here you will find a list of the Stunts used at Tenebrous Isles along with a description of what they're used for.'''</font></center>
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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;">Stunt Creation Rules</h2>
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|style="color:#000;"|{{tab}}A stunt is a special trait your character has that changes the way a skill works for you. Stunts indicate some special, privileged way a character uses a skill that is unique to whoever has that stunt. This is a pretty common trope in a lot of settings—special or elite training, exceptional talents, the mark of destiny, genetic alteration, innate coolness, and a myriad of other reasons all explain why some people get more out of their skills than others do. Unlike skills, which are about the sort of things anyone can do, stunts are about individual characters.
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{{tab}}The following guidelines are in place to help players come up with stunts that might be useful to them specifically. Along with these guidelines, we've provided 4 stunts per skill as examples of how Stunts can be created. Keep in mind, there are 4 (or rarely 5) game actions associated with each Skill. A simple list of which game action is actually usable by each skill is listed here:
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<br >
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:*<u>Attack:</u> Casting, Fight, Provoke, Shoot
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:*<u>Defend:</u> Athletics, Casting, Contacts (in VERY specific cases), Deceive, Drive, Empathy, Fight, Notice (in specific cases), Physique, Rapport, Stealth, Will
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:*<u>Create An Advantage:</u> All Skills can do this
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:*<u>Overcome:</u> All Skills can do this
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:*<u>Special:</u> Empathy, Performance, Physique, Scholarship, Will
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<br >
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{{tab}}'''Stunts can do the following:'''<br >
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* For a specified game action within a skill, add +1 to your roll as many times as that condition occurs.
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* For a specified game action within a skill, add +2 to your roll under '''very''' specific conditions as many times as that precise condition occurs.
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* Add an additional invoke on the aspect resulting from a successfully created advantage, up to the maximum of 2 free invocations.
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* For a specified game action within a skill, reduce the overcome difficulty rating by 2.
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* Expanding the scope of a skill in a specific way, provided the scope does not overlap with the scope of another existing skill.
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<br >
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{{tab}}'''Professional Stunts:'''<br >
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{{tab}}It's important to note that Professional Stunts are a way to demonstrate that someone has taken the time to learn something that applies to a very specific situation. There are things such as First Aid, Surfing, Psychiatric Care, and proper Fake Psychics that are very specific and part of certain skills, but are not the general ability of anyone with those skills. Just because someone has read many a book and has high scholarship, it doesn't mean they can provide first aid reliably. They need the training.<br >
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* Professional level (tier 2) stunts exist, but the stunt they are building upon to become Professional level cannot impart a bonus, it simply removes the untrained penalty from the roll.
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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;">Athletics</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;">Athletics</h2>
 
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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:
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*'''At Home In The Water''': You're quite comfortable with movements in the water. Gain +1 to overcome actions while swimming.
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*'''Dazing Counter''': You're quite adept at dodging away from enemies, floating like a butterfly and all that. Gain +2 to athletics when dodging away from an unarmed attacker. '''''This bonus immediately negated if attacker is armed with any Weapon rating.'''''
  
*'''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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*'''You Will Not Escape''': Nobody gets away from you. Add +2 to your Athletics skill when using overcome actions to chase someone.
  
*'''Hardcore Parkour''': +2 to overcome actions with Athletics if you are in a chase across rooftops or a highly crowded environment.
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*'''Sand Sprinter''': Everybody knows deep sand is a pain in the butt to run through. Fortunately, your gait has adapted to it. +2 to Athletics rolls to overcome zone barriers in environments with deep, loose consistency.
  
*'''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.
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*'''Slippery as an Eel''': All those years of playing Marco Polo and horseplay in the ocean with other kids paid off. +1 to athletics rolls when creating an advantage while in the water.
  
*'''Fleet of Foot''': When sprinting, gain a +2 to Overcome barriers.
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*'''Slipping the Arcane''': You might not have come by it easily, but you sure can spot a magical attack coming your way and know to move your ass. Add +1 to your Athletics skill when using it to dodge Casting Attacks.
  
*'''Human Spider''': Difficult surfaces aren’t much trouble to scale; gain +2 to all climbing rolls.
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*'''Surfer''': You've learned how to ride the waves in Hawaii and are comfortable out there in the water. You can definitely call yourself a surfer. Negates the -2 penalty for having no Surfing training.
  
*'''Mighty Leap''': Any barriers that your character tries to overcome by jumping gain +2 to the roll.
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*'''Surf Master (Professional)''': ''<u>Requires Surfer.</u>'' Not only have you learned how to surf, you do it like a person paid for this professionally. Add +2 to your Athletics skill when making overcome actions while on your surf board.
 
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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.  
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*'''Always a Way Out''': You've always got your exits planned out. +2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location.  
 
 
*'''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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*'''Arson:''' Gain a +2 to any Burglary roll used when creating an advantage in order to conceal a deliberate arson from investigators.
  
*'''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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*'''The Big Picture''': When casing a target to create an advantage, you gain the ability to define an additional aspect about the target (such as Broken Window Latch) when you succeed on the roll, for a total of two aspects.
  
*'''Cat-Burglar''': You’re a thief with catlike tread; you may use Burglary instead of Stealth for Hiding or Skulking (YS142).
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*'''Sticky Fingers''': Your fingers are almost impossible to keep off of things other people own. Add +1 to your burglary skill for overcome actions related to taking things owned by others.
 
 
*'''Hacker''': You may use your Burglary skill (instead of Scholarship) to do research with computers.
 
 
 
*'''Hairpin Maestro''': Poor tools are no trouble when picking locks. Gain a +2 to Overcome actions to remove aspects that hinder your ability to pick locks due to tools.
 
 
 
*'''Safe Cracker''': Any lock-picking effort takes place two steps faster than usual on the time table.
 
 
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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 Casting skill:
 
| style="color: #000;"|{{tab}}The following are stunts available for use with the Casting skill:
  
* Casting has to do entirely with Rotes and Enchanted Items. In this game, each Rote requires a separate purchased 'stunt'. Each Enchanted Item requires a separate purchased 'stunt'. For instructions on how to create these rotes and enchanted items, please follow this link: [[Casting Stunt Creation]]
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* Casting has to do entirely with Rotes and Enchanted Items. In this game, each Rote requires a separate purchased 'stunt'. Each Enchanted Item requires a separate purchased 'stunt'. For instructions on how to create these rotes and enchanted items, please follow this link: [[Supernatural Stunts]]
  
* Because each rote or enchanted item provides a +2 to a given situation, there are no additional stunts available for Casting.
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* Because each rote or enchanted item provides it's bonus/effect to a given situation, there are no additional stunts available for Casting.
  
 
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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.
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*'''Connected (Choose)''': This stunt reflects the network you create among fellows within an Organization. You receive a +2 to Contacts when overcoming an obstacle preventing knowledge gathering when networking within your specified organization. (Organization must be specified at time of purchase)
  
*'''Rumormonger''': +2 to create an advantage when you plant vicious rumors about someone else.  
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*'''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, you gain +1 to your Contacts roll.
  
*'''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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*'''Rumormonger''': That's right, you can chat about people's dirty laundry like a champ. +2 to Contacts when creating an advantage as you plant vicious rumors about someone else.  
  
*'''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.
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*'''Weird Informants''': There are some very strange people willing to talk to you. Add +2 to your Contacts skill when overcoming an obstacle preventing knowledge when looking into "weird" cases.
 
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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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|style="color:#000;"|{{tab}}The following are stunts available for use with the Crafts skill:
 
|style="color:#000;"|{{tab}}The following are stunts available for use with the Crafts skill:
*'''Always Making Useful Things''': You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.
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*'''Always Making Useful Things''': You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts.
  
*'''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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*'''Better than New!''': Whenever you succeed 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.
  
*'''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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*'''Carpenter''': Wood is your bitch. Add +2 to your Crafts skill when performing carpentry related tasks.
  
*'''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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*'''EOD Specialist (Professional)''': ''<u>Requires EOD Trained.</u>'' Not only are you trained to handle un-exploded ordinance, you've dedicated a good bit of your life to it. Add +2 to your Crafts skill when using it to handle Overcome actions related to EOD situations.
  
*'''Demolitions Training''': You are trained in the effective use of explosives (this is a new skill trapping; most people can’t handle explosives without training). You may use your Crafts skill to place and set explosives appropriately. This allows you to perform actions against structures, and your skill roll also sets the difficulty for any characters attempting to avoid damage from an explosive that you’ve placed. Note that to hide an explosive you will still need to use the Deceit skill.
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*'''EOD Trained''': There have been some extensive classes on handling un-exploded ordinance in your past. Negates the -2 penalty for lack of training when handling bombs/explosives.
  
*'''Junkyard Artiste''': You create art by working with your hands and a workman’s tools - works of sculpture, perhaps, or other kinds of modern, “industrial” art. You may use Crafts instead of Presence to create these works of art.
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*'''Mechanic''': You know the ins and outs of vehicles like nobody’s business. Gain a +2 on Crafts to overcome actions when working on vehicles.
  
*'''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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*'''Food of the Gods''': You're actually so good at making food, people might come from miles around just to smell it, cause DAMN that smells delicious. Gain +2 to your Crafts skill when Creating an Advantage that has to do with preparing food or putting together a meal.
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*'''Primitive Tech''': You use nature like others use machine shops. Add +2 to your Crafts skill when performing tasks that involve creating things with un-manufactured and unrefined supplies.
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*'''Quite the Cook''': It's obvious you've spent some serious time in the kitchen and your food is well worth the time it takes to enjoy a full meal. Add +1 to your Crafts skill when performing Overcome actions related to putting together or preparing food.
 
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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:
*'''Lies upon Lies''': +2 to create a Deceive advantage against someone who has believed one of your lies already during this session.
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*'''Feint''': When it looks like you're going to go right, you go left. And vice versa. Add +1 to your Deceive skill when using it to create an advantage that has to do with confusion and misdirection in physical combat.
 
 
*'''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.
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*'''Liar Liar:''' Some might chant this at you, but they'd have to figure out that you're lying first. Going to be tough, though, because you're really, REALLY, good at it. Gain +1 to your Deceive skill when lying to others.
  
*'''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.
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*'''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 your Deceive skill while making create advantage rolls when creating a disguise.
  
*'''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.
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*'''Fake Psychic''': You're fully capable of making people believe you're a psychic. Likely people think you are already. Negates -2 penalty for being untrained in reading people's body language to perform 'psychic' acts.
  
*'''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.
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*'''Role of a Lifetime''': You're fully immersed in your secret identity. So much so that the details of that identity come much easier to you, and anyone attempting to find out more about you. All attempts to uncover anything about your 'Real' or 'Original' identity have their difficulty increased by +2
  
*'''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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*'''Seance Spiritualist (Professional)''': <u>''Requires Fake Psychic.''</u> You've developed your Deceive abilities so much that the term 'Psychic' is written on your business cards. Even if it's not true. Add +2 to your Deceive skill when rolling for overcome situations while conducting a fake seance or Spiritualist related encounter.
  
*'''Sleight of Hand''': You gain a +1 on any attempts with Deceive to create quick distractions. This also gives a +1 bonus to rolls to pick pockets.
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*'''Shades of True''': You're quite good at helping the story stick to its good points and tucking away the sticky bits. Gain +1 to your Deceive skill when making overcome rolls based on the fact that you aren't precisely lying, but in fact only omitting key pieces of the truth, which changes the information being delivered almost entirely.
  
*'''Takes One to Know One''': You may use Deceive instead of Empathy to catch someone in a lie.
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*'''Sleight of Hand''': What's this? It was up your sleeve all along! You gain a +1 on any attempts with Deceive to create advantages in the form of quick distractions.
 
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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;">Drive</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;">Drive</h2>
 
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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.
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*'''Hard to Shake''': You're relentless when behind the wheel! +2 to Drive whenever you’re creating an advantage while pursuing another vehicle in a chase scene.  
 
 
*'''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.
 
  
*'''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.
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*'''License to Fly''': You've logged enough hours in the air that you have a pilot's license and can operate your chosen aircraft. Negates the -2 penalty for being untrained when attempting to fly an aircraft.
  
*'''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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*'''Like the Back of My Hand''': Your knack for shortcuts gives you a +2 to Drive when using it to overcome obstacles for street knowledge and shortest-path navigation.
  
*'''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.
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*'''Pedal to the Metal''': You like to drive... Like Mario Andretti. Speed is important to to you, at all times. Reduce the difficulty of overcome actions by 2 while behind the wheel and driving like a speedster.
  
*'''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.
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*'''Pilot (Professional)''': ''<u>Requires License to Fly.</u>'' Your focus is on aircraft, not cars. Gain +2 to your Drive skill when using it for overcome actions while piloting an aircraft.
 
 
*'''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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! <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;">Empathy</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;">Empathy</h2>
 
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| style="color: #000;"|{{tab}}The following are stunts available for use with the Empathy skill:
 
| style="color: #000;"|{{tab}}The following are stunts available for use with the Empathy skill:
*'''Lie Whisperer''': +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.
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*'''Lie Whisperer''': Never bullshit a bullshitter. +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.
  
*'''Nose for Trouble''': You can use Empathy instead of Notice to determine your initiative in a physical conflict, provided you’ve gotten a chance to observe or speak to those involved for at least a few minutes beforehand during this scene.
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*'''Easy Listener''': Not only are you a feeling kind of person, you listen to others in such a way they really do know you care. Negates the -2 penalty for being an untrained listener of troubles.
  
*'''Psychologist''': Once per session you can reduce someone else’s consequence by one level of severity (severe to moderate, moderate to minor, minor to nothing at all) by succeeding on an Empathy roll with a difficulty of Fair (+2) for a minor consequence, Good (+3) for moderate, or Great (+4) for severe. You need to be able to talk with the person you’re treating for at least half an hour in order for them to receive the benefits of this stunt, and you can’t use it on yourself.  (Normally, this roll would only start the recovery process, instead of changing the consequence level.)
+
*'''Pratfall Planner''': You're especially good at watching someone and figuring out how best to prank them based on their emotional reactions. Gain +2 to Overcome actions with Empathy specifically while getting a 'read' off a target when planning or preparing a prank.  
  
*'''Read the Surface''': You can get a sense of someone quickly when trying to “read” them. Your first attempt to read someone takes less than a minute of interaction, instead of the usual ten. Any subsequent efforts with the same person do not enjoy this benefit.  
+
*'''Psychologist (Professional)''': <u>''Requires Easy Listener.''</u> You've taken listening to the next level and can even do it professionally. Gain +2 to your Empathy rolls when using them to treat someone for the starting of recovery to their Mental Consequences. (Recovery begins by succeeding on an Empathy roll with a difficulty of Great (+4) for a Peril consequence or Fantastic (+6) for a Doomed consequence. You need to be able to talk with the person you’re treating for at least half an hour in order for them to receive the benefits of this stunt, and you can’t use it on yourself.)
  
*'''The Social Graces''': Keen awareness of the ebb and flow of social situations makes you the master of your circumstances. When determining initiative in a social conflict, gain +2 to Empathy.
+
*'''Read the Surface''': You can get a sense of someone quickly when trying to “read” them. While attempting to create an advantage based off of what you can read from someone's surface emotions, gain +2 to Empathy.
  
*'''Won’t Get Fooled Again''': It only takes once for someone to lie to you before you start to wise up to it. Once you’ve discovered a particular person’s lie for what it is, you gain a +2 on any future Empathy rolls when dealing with that liar for the rest of the session.
+
*'''Won’t Get Fooled Again''': It only takes once for someone to lie to you before you start to wise up to it. Once you’ve discovered a particular person’s lie for what it is, you gain a +2 on any future Empathy rolls designed to overcome when dealing with that liar for the rest of the session.
 
|-
 
|-
 
! <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;">Fight</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;">Fight</h2>
 
|-
 
|-
|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 (Fight Bonuses of the same type do NOT stack):
*'''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.
+
*'''Felling the Forest''': When fighting against a group of opponents with your preferred weapon they fall like chaff. Gain +1 to Fight Attack rolls when fighting against multiple opponents with your specified weapon ''(Weapon must be specified at time of purchase)''.
  
*'''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.
+
*'''Float Like a Butterfly''': You can dance around attackers like you weigh almost nothing. Gain +1 to Fight Defense rolls when you're unarmed. '''''This bonus immediately negated if PC is armed with any Weapon rating.'''''
  
*'''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.
+
*'''Heavy Hitter''': Meat and potatoes are your bread and butter. When fighting unarmed, add +2 to create an advantage that relies on that meaty fist of yours.
  
*'''Killing Stroke''': Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the severity of the consequence that he must take (so minor becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
+
*'''Hooligan''': You're not stronger, or tougher, or better trained... You're simply MEANER in a scrap. Add +1 to your Fight skill when using it to create an advantage with dirty-fighting Maneuvers; sand in the eyes, a kick in the nuts, etc.  
  
*'''Martial Artist''': You recognize many different styles of fighting. When you create an advantage based on your targets form, you gain a +2.
+
*'''Kiss of the Dragon''': You've trained your fingers to find the most painful places on your opponent with the greatest of ease, leaving a lasting impression. Gain a W:1 rating to your Fight Attack when dealing Unarmed blows to pressure points vs targets that have them (I.E. This does not work on Zombies). '''''This bonus immediately negated if PC is armed with any Weapon rating.'''''
  
*'''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.
+
*'''Martial Artist''': You recognize many different styles of fighting. When you create an advantage based on your targets form, you gain a +2 to your Fight roll.
  
*'''Lethal Weapon''': (Requires Martial Artist) Your hands are lethal weapons. Your bare hands are considered Weapon 2 against unarmored opponents.
+
*'''Parrying''': You're good enough at using a weapon to defend yourself from all comers. If you have an appropriate weapon in hand, gain +1 to defense rolls.  
  
*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).
+
*'''Sting Like a Bee''': When you hit, they feel it. Oh yeah. Gain +1 to Fight Attack rolls when fighting unarmed. '''''This bonus immediately negated if PC is armed with any Weapon rating.'''''
  
*'''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.
+
*'''Street Sweeper''': Your mighty swings are capable of clearing vast swaths of land! Or at least putting a few foes off balance, though less useful against a single foe. Gain +2 to Fight rolls to Create an Advantage when fighting multiple opponents with your specified weapon ''(Weapon must be specified at time of purchase)''.
 
|-
 
|-
 
! <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;">Lore</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;">Lore</h2>
 
|-
 
|-
 
|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:
*'''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.
+
*'''Cultural Immersion''': Choose a field of specialization, such as Hawaiian, Japanese, Eastern European or British Isles. You get a +2 to all overcome Lore rolls relating to that field of specialization.
  
*'''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.
+
*'''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 overcoming barriers while researching things covered by such a topic.
  
*'''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.
+
*'''Prepped for Weird''': You've seen enough to know that you've always got to be prepared for the strange that you might end up walking into when you cross to the NeverNever. You don't ever have to spend a fate point to declare that you have the proper tools to handle the peculiar environmental oddities in the NeverNever.  
  
*'''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 your knowledge of Lore to your advantage. Gain +1 to your Lore skill when creating an advantage based on what you know about the subject at hand.
  
*'''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.
+
*'''Spiritual Navigator''': You've figured out the ebb and flow of strange in the NeverNever. 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.
 
 
|-
 
|-
 
|}
 
|}
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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.
+
*'''A Regular Jacques Cousteau''': You're the kind of person others want on whale watching trips with them. You've spent your life in and around the water, and you're an expert at spotting things at or below the surface. You're also good at noticing when something's in the water that shouldn't be. Gain +1 to Notice rolls when what you're noticing is in the water.
  
*'''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.
+
*'''Danger Sense''': You have an almost preternatural capacity for detecting danger.  Gain +2 to your Notice roll when overcoming any barriers that might put you in danger if you didn't notice them. This applies to mechanical traps and the like.
  
*'''Body Language Reader''': You can use Notice in place of Empathy to learn the aspects of a target through observation.
+
*'''On My Toes''': You're quick, especially quick really. Gain +2 to Notice for the purpose of initiative in physical confrontations.
  
*'''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!
+
*'''Paranoid? Probably.''': There's no such thing as just chilling out for you. Someone or something is out to get you. Gain +2 to Notice when rolling against surprise.
  
*'''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).  
+
*'''Quick Eye''': When examining a location for clues, your eye is quick to pick out the visual details. The overcome difficulty for your Notice rolls to determine deeper details about a scene is 2 lower.
  
*'''On My Toes''': Gain +2 to Notice when using it to determine initiative.
+
*'''Nancy Drew''': You really seem to like taking people by surprise with your witty insights and problem solving abilities. Gain +2 to your Notice skill when creating an advantage based on the little things you noticed that everyone else likely missed.
 
 
*'''Paranoid? Probably.''': Gain +2 to Notice when rolling against surprise.
 
 
 
*'''Pin the Tail''': You’re a tough person to shake once you get on someone’s trail. You may roll Notice in place of Stealth while shadowing someone.
 
 
 
*'''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.
 
 
|-
 
|-
 
! <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>
 
|-
 
|-
 
|style="color:#000;"|{{tab}}The following are stunts available for use with the Performance skill:
 
|style="color:#000;"|{{tab}}The following are stunts available for use with the Performance skill:
*'''Artist''': You are an artist, obviously. Pick a genre and a medium. Add +1 to your Performance skill when using it to overcome an obstacle, and add +2 to your Performance skill when overcoming something that is part of both your chosen genre and your chosen medium.
+
*'''Special Arts''': <u>''Requires Artist.''</u> You've managed to make yourself quite the specialist when it comes to a very specific aspect of art. Gain +2 to your performance roll when creating an advantage that specifically matches your specialty.
 +
 
 +
*'''Artist''': You are an artist, obviously. Pick a genre and a medium. Add +1 to your Performance skill when using it to overcome an obstacle that falls into your area of expertise.
  
 
*'''Building Upon The Mood''': You know how to use the local ambience to maximum effect. Add +1 to your Performance skill when creating an advantage to boost a Performance roll.  
 
*'''Building Upon The Mood''': You know how to use the local ambience to maximum effect. Add +1 to your Performance skill when creating an advantage to boost a Performance roll.  
 
*'''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 +2 to your Performance skill.
 
  
 
*'''Pointed Performance''': When performing for an audience, normally you can only create advantages on the scene that are broad, focused on general moods (Creepy as Hell, Let’s Party!, Uninhibited). With this stunt, you may make performances that target something more specific, perhaps directing that mood at a particular person or group. For instance, a satirist with this stunt could attempt to use his performance either to elicit a response from one person in the audience (The Jig Is Up) or to cause the audience to direct their mood toward that person (Check Out the Emperor’s New Clothes).  
 
*'''Pointed Performance''': When performing for an audience, normally you can only create advantages on the scene that are broad, focused on general moods (Creepy as Hell, Let’s Party!, Uninhibited). With this stunt, you may make performances that target something more specific, perhaps directing that mood at a particular person or group. For instance, a satirist with this stunt could attempt to use his performance either to elicit a response from one person in the audience (The Jig Is Up) or to cause the audience to direct their mood toward that person (Check Out the Emperor’s New Clothes).  
  
*'''Working Artist''': Use your Performance skill instead of your Resources skill to determine your Cashflow track.
+
*'''Worth 1000 Words''': Whether or not you can cook or fix a drink, you know how to make that food or drink look its very best. You can present a meal in such a way that even if it tasted like cardboard, anyone would want to have a picture of it on their Instagram feed. Gain +2 to your Performance skill when Overcoming and obstacle related specifically to food/drink presentation.
 
|-
 
|-
 
! <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;">Physique</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;">Physique</h2>
 
|-
 
|-
 
|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:
*'''Grappler''': +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.
+
*'''Adamantium Liver''': Your liver has done more than it's fair share to keep you alive. And it still does! Gain +2 to overcomes using physique to avoid the detrimental effects of drugs or alcohol.
  
*'''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.  
+
*'''Bend and Break''': Things that have no blood pumping through their veins stand very little chance against you when you get going. When breaking objects, the difficulty for the overcome roll is reduced by 2.
  
*'''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.
+
*'''Clever Wrestling''': You aren't easy to hold down. Add +2 to your Physique skill when specifically attempting to overcome a grapple.
  
*'''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.
+
*'''Grappler''': You're quite good in a wrestle. +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.
  
*'''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.
+
*'''Natural Diver''': Years of diving without scuba gear has made your lungs that much stronger. Gain +2 to overcomes using Physique to hold your breath and avoid harmful effects of asphyxiation.
  
*'''Bend and Break''': Gain +2 to Physique when breaking objects.
+
*'''Olympic Proportions''': You're fairly large, or at least pretty darn solid, add +1 to your Physique based overcome rolls where your size would prove an advantage.
 
|-
 
|-
 
! <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>
 
|-
 
|-
 
| 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.
+
*'''Meanie Head''': You're good at playing upon negative emotions. Add +2 to your Provoke skill when creating an advantage to induce negative emotions like guilt, sorrow, despair, or worthlessness.
  
 
*'''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.
  
*'''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.)
+
*'''Rule with Fear''': Taking this stunt establishes that your reputation is based on how scared people are of you, far more than anything else. Gain +1 to Provoke when rolling to create an advantage representing your scariness.
  
*'''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.
+
*'''Shock and Awe''': Sometimes you've just got it. And when you've got it, you use it. Add +1 to your Provoke skill when attacking someone verbally to degrade and debase them.
 
|-
 
|-
 
! <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;">Rapport</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;">Rapport</h2>
 
|-
 
|-
 
| style="color: #000;"|{{tab}}The following are stunts available for use with the Rapport skill:
 
| style="color: #000;"|{{tab}}The following are stunts available for use with the Rapport skill:
*'''Best Foot Forward''': Twice per session, you may upgrade any boosts you receive with Rapport into a situation aspect with a free invocation.
+
*'''Best Foot Forward''': You tend to make sure that when you arrive, you make the most excellent first impressions. Gain +2 to your Rapport rolls when creating an advantage when you first arrive to a new situation.
 +
 
 +
*'''Cool As A Cucumber''': Nasty people don't bother you at all. They probably don't even mean what they say anyway. All Rapport rolls to overcome social negatives for your PC have their difficulty lowered by 2.
  
*'''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''': Public speaking doesn't bother you in the slightest. Gain +2 to Rapport rolls when you’re creating an advantage while delivering an inspiring speech in front of a crowd.
  
*'''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.
+
*'''Interviewer''': You have been trained to ask effective questions, even to the people that might not want to answer them. Add +2 to your Rapport skill when creating an advantage during an interview session.
  
*'''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.
+
*'''Teflon Persona''': People speaking ill of you doesn't bug you, all those negative words will never stick because you're just that good. In fact, they seem to slide right off. When someone successfully places a negative social aspect on your PC, once you successfully overcome it, the social aspect is transferred to the person that originally bestowed it.
  
*'''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.
+
*'''Turning An Ear''': There's no way that Jury's not going to lean to your side. Gain +2 to your Rapport Skill when using it to create an advantage within the courtroom, which makes your side of a statement or argument seem like the better choice.
 
|-
 
|-
 
! <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;">Resources</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;">Resources</h2>
 
|-
 
|-
 
| 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:
*'''Money Talks''': You can use Resources instead of Rapport in any situation where ostentatious displays of material wealth might aid your cause.
+
*'''Criminal Lawyer''': Sometimes you just need a lawyer that has their fingers in more crime pies than you. Gain +2 to overcomes using resources to get the most immoral lawyer on the planet.
 
 
*'''Savvy Investor''': You get an additional free invoke when you create advantages with Resources, provided that they describe a monetary return on an investment you’ve made in a previous session.  (In other words, you can’t retro-declare that you did it, but if it happened in the course of play, you get higher returns.)
 
  
*'''Trust Fund Baby''': Twice per session, you may take a boost representing a windfall or influx of cash.  
+
*'''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 friction-less by the greasy stain of it all. The difficulty for your rolls for overcoming obstacles related to illicit purposes are reduced by 2.
  
*'''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.
+
*'''Lush Lifestyle''': You live like Royalty, or at least other people think you do. Gain +1 to your Resources roll whenever using resources to create an advantage if attempting to impress someone with your cash flow.
  
*'''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.
+
*'''Steady Profit''': You've made some fantastic choices when it comes to money and investment. Gain a +2 to your Resources when overcoming obstacles that require you to pay large sums of money up front, such as buying property, a large purchase item, or making new investments to indicate the stocks you can dip into.
  
*'''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.
+
*'''Trust Fund Baby''': You've got money that comes in, and even if it's just monthly, that money lets you pick up a few things you might not get otherwise. Gain +1 to Resources based overcome rolls when you just need to get it, and can't imagine living without it.
 
|-
 
|-
 
! <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>
 
|-
 
|-
 
|style="color:#000;"|{{tab}}The following are stunts available for use with the Scholarship skill:
 
|style="color:#000;"|{{tab}}The following are stunts available for use with the Scholarship skill:
*'''I’ve Read about That!''': You’ve read hundreds – if not thousands – of books on a wide variety of topics. You can spend a fate point to use Scholarship in place of any other skill for one roll or exchange, provided you can justify having read about the action you’re attempting.
+
*'''Bachelor's Studies (Choose)''': You've been taking classes or doing a ton of studies on your own time to get vaguely well learned on a fairly broad subject. Choose a broad field of study such as Biology, Zoology, Herbology, Mythology. You get a +1 to all Scholarship rolls attempting an overcome action relating to that field of study.
  
*'''Shield of Reason''': You can use Scholarship as a defense against Intimidate attempts, provided you can justify your ability to overcome your fear through rational thought and reason.
+
*'''Doctor (Professional)''': <u>''Requires Med Tech.''</u> You have a medical degree or the equivalent of such an education. You have the official title of Doctor. You may use your Scholarship skill to declare appropriate justification for the recovery of moderate physical consequences when outside a medical facility, and for the recovery of severe physical consequences within a medical facility. Attempts to help someone overcome these physical consequences are made at a +2 to your Scholarship skill. (Recovery begins by succeeding on the Scholarship roll with a difficulty of Great (+4) for a Peril consequence or Fantastic (+6) for a Doomed consequence..)
  
*'''Specialist''': Choose a field of specialization, such as herbology, criminology, or zoology. You get a +2 to all Scholarship rolls relating to that field of specialization.
+
*'''Forgery Expert''': You are trained to distinguish forged documents from real ones. Gain +2 to your Scholarship roll when attempting an overcome action to spot forgeries or falsified documentation.
  
*'''Capable Researcher''': Some say you were born in a library. Any scholarly research you do is completed 2 time increments (YS315) faster than usual - due in large part to the fact that you’ve probably read something about it before. (This ability does not extend to Lore research, which somehow never seems to go any faster no matter how good you are at the mundane stuff.
+
*'''Linguist''': You may speak (and read) an additional language. You may take this stunt multiple times, adding 1 more language each time. The languages you speak may be obscure, rare, or dead, provided you can establish an opportunity to study them.
  
*'''Doctor (Specify)''': You have a medical degree or the equivalent of such an education. You may use your Scholarship skill to declare appropriate justification for the recovery of moderate physical consequences when outside a medical facility, and for the recovery of severe physical consequences within a medical facility. For research purposes, gain +1 on Scholarship for any medical research and an additional +1 in a specific area of medicine. This stunt may be taken twice, with the bonuses on research stacking to indicate particularly deep or excellent medical knowledge (such as with a heart surgeon, etc.).
+
*'''Master's Studies (Choose)''': <u>''Requires Bachelor's Studies.''</u> Choose a field of Master's level specialization, such as Crypto-Zoology, Molecular Biology, Organic Chemistry, European Herbology, Bio-Chemistry. You get a +2 to all Scholarship rolls attempting an overcome action relating to that field of specialization.
  
*'''Forgery Expert''': You are trained to distinguish forged documents from real ones. You gain a +2 on any roll to spot forgeries or falsified documentation.
+
*'''Medical Examiner''': The dead man tells no tale, unless he's on your table. Use your Scholarship skill at +1 for overcome rolls while examining a Corpse.
  
*'''Linguist''': You may speak (and read) additional languages as if your Scholarship score was 4 higher than it is. You may take this stunt multiple times, adding 4 more each time. Up to half of the languages you speak may be obscure, rare, or dead, provided you can establish an opportunity to study them.
+
*'''Med Tech''': You've been educated enough to understand the functions of human biology and how it interacts with the world and injuries. It's likely you're entirely comfortable being a First Responder on the site of an accident, and you've had your CPR certification for a while now. Negates the -2 penalty for being untrained in first aid. You can perform first aid when necessary.
 
|-
 
|-
 
! <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;">Shoot</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;">Shoot</h2>
 
|-
 
|-
 
|style="color:#000;"| {{tab}}The following are stunts available for use with the Shoot skill:
 
|style="color:#000;"| {{tab}}The following are stunts available for use with the Shoot skill:
*'''Called Shot'''. During a Shoot attack, spend a fate point and declare a specific condition you want to inflict on a target, like Shot In The Hand. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress.
+
*'''Crack Shot''': You've used guns/bows/slingshots/other projectile weapons for a good long time and you know how they work, how to fire them, and have developed excellent aim. Gain +1 to Shoot-based attacks when your target has no cover.
 
 
*'''Quick on the Draw''': You can use Shoot instead of Notice to determine initiative in any physical conflict where shooting quickly would be useful.
 
 
 
*'''Uncanny Accuracy''': Once per conflict, gain an additional free invoke on an advantage you create representing the time you’re taking to aim, or line up a shot.
 
  
 
*'''Fast Reload''': Provided that you have a supply of ammunition, reloads are rarely an issue. You have a +2 to overcome actions whenever your weapon is compelled to be out of ammo or jammed.
 
*'''Fast Reload''': Provided that you have a supply of ammunition, reloads are rarely an issue. You have a +2 to overcome actions whenever your weapon is compelled to be out of ammo or jammed.
  
*'''Gun Nut''': Guns. Man, you know everything about them. You’ve seen them all, even the ones that nobody knows about. When rolling Shoot as a knowledge skill, gain +2 on the roll.
+
*'''Gun Nut''': Guns. Man, you know everything about them. You’ve seen them all, even the ones that nobody knows about. When rolling Shoot as a knowledge-based overcome, gain +2 on the roll.
 
 
*'''Pin Them Down''': When Aiming, the aspect you place on the target is harder to overcome by 2.
 
  
*'''Target-Rich Environment''': Gain a +2 to Shoot when making spray attacks.
+
*'''Pin Them Down''': When taking a full round to Aim, gain +2 to your Shoot skill to create an advantage related to your Aim.
  
*'''Good Arm''': Thrown weapons now have a range of 2 zones (instead of 1).
+
*'''Pocket Sand!''': It just so happens you have something you can throw at someone that can cause inflammation, irritation, pain, what have you when it hits them, creating a valuable distraction. (See: Metsubushi). Gain +1 to your Shoot skill when using it to Create an Advantage against your opponent due to a thrown source of irritation/inflammation.
  
*'''Juggler''': Throwing deadly items around is just par for the course for you. Catching them is, too. Even bare-handed, you may use your Shoot skill to defend against a thrown attack, allowing you to catch the item if you succeed on the defense. In addition, you may use your Shoot skill instead of Presence in order to entertain an audience with your juggling.
+
*'''Target-Rich Environment''': Sometimes there are just so many people/things to shoot at, it's almost impossible to not find a target. While firing upon at least 3 targets at once (making a spray attack), gain a +2 to Shoot-based attack actions.
 
|-
 
|-
 
! <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;">Stealth</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;">Stealth</h2>
 
|-
 
|-
 
| style="color: #000;"|{{tab}}The following are stunts available for use with the Stealth skill:  
 
| style="color: #000;"|{{tab}}The following are stunts available for use with the Stealth skill:  
*'''Face in the Crowd''': Gain +2 to any Stealth roll to blend into a crowd of people.
+
*'''Among The Seaweed''': You are a master of submersible subterfuge. Add +2 to your Stealth-based rolls to create an advantage as long as you are at least partially underwater.
 +
 
 +
*'''Face in the Crowd''': A crowd of people is the perfect cover. Gain +2 to any Stealth overcome roll to blend into a crowd of people.
  
*'''Ninja Vanish''': Once per scene and the cost of a fate point, you can vanish while in plain sight, using a smoke pellet or other mysterious technique.  This places the Vanished situation aspect on you.  While you’re vanished, no one can attack or create an advantage on you until after they’ve succeeded at an overcome roll with Notice to find you.  This aspect goes away as soon as you invoke it, or someone makes that overcome roll.
+
*'''Ninja Vanish''': Once per scene and at the cost of a fate point, you can vanish while in plain sight, using a smoke pellet or other mysterious technique.  This places the Vanished situation aspect on you.  While you’re vanished, no one can attack or create an advantage on you until after they’ve succeeded at an overcome roll to find you.  This aspect goes away as soon as you invoke it, or someone makes that overcome roll. To determine the Overcome required, roll the Stealth skill when you vanish, and anyone attempting to find you must do so with a Notice overcome action.
  
 
*'''Slippery Target''': Provided you’re in darkness or shadow, you can use Stealth to defend against Shoot attacks from enemies that are at least 1 zone away.
 
*'''Slippery Target''': Provided you’re in darkness or shadow, you can use Stealth to defend against Shoot attacks from enemies that are at least 1 zone away.
 
*'''Stay Close and Keep Quiet!''': When sneaking around with a group, you grant a +1 to everyone else’s Stealth skill as they roll to stay hidden and quiet, provided they stay nearby and follow your instructions. Failure on either of these points means they lose the benefits. If you have any aspects specific to your ability to sneak around, our companions may  invoke those aspects for their benefit as well.
 
 
|-
 
|-
 
! <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;">Survival</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;">Survival</h2>
 
|-
 
|-
 
| style="color: #000;"|{{tab}}The following are stunts available for use with the Survival skill:  
 
| style="color: #000;"|{{tab}}The following are stunts available for use with the Survival skill:  
*'''Go Native/City Rat''': (choose NeverNever, rural, or urban) You’re able to survive nearly indefinitely in your chosen location, living off the land. Overcome rolls are made at +1, and the time between multiple rolls for a prolonged stay is increased by one increment.
+
*'''Animal Handler (Specify)''': Roll Survival at +1 when using it for Animal Handling or, where relevant, Riding when attempting to overcome an obstacle with or while on the chosen animal.
 +
 
 +
*'''Go Native/City Rat''': (choose NeverNever, Rural, or Urban) You’re able to survive nearly indefinitely in your chosen location, living off the land. Survival based overcomes are made at +1 while they apply to your specific area.
 +
 
 +
*'''Naked and Unafraid''': You don't ever have to spend a fate point to declare that you have the proper tools for a particular job using Survival.
  
*'''Navigator''': (choose NeverNever, rural, or urban) Gain +2 to rolls when attempting to create an advantage for the use of navigating around your chosen location.
+
*'''Navigator''': (choose Rural or Urban) Gain +2 to rolls when attempting to create an advantage for the use of navigating around your chosen location.
  
*'''Superior Tracking''': You could track a bacterium across ten parsecs of glass in a rainstorm with your eyes closed. Add +2 to your Survival skill when overcoming an obstacle that requires tracking.  
+
*'''Superior Tracking''': You could track a bacterium across ten parsecs of glass in a rainstorm with your eyes closed. Add +2 to your Survival skill when overcoming an obstacle while tracking.  
  
 
*'''Survivalist''': Choose a field of specialization, such as topography, fauna, or flora. You get a +2 to all Survival rolls attempting to create an advantage when dealing with that survival specialization.
 
*'''Survivalist''': Choose a field of specialization, such as topography, fauna, or flora. You get a +2 to all Survival rolls attempting to create an advantage when dealing with that survival specialization.
 +
 +
*'''Vine Swinger''': You're able to survive and understand the Hawaiian Rain Forest on an integral level. Survival based overcomes are made at +2 while they apply to the Hawaiian Rain Forest.
 +
 +
*'''Wild Instincts''': You have a knack for understanding the motivations and actions of animals. Gain +1 to your Survival rolls when attempting to understand a wild animal's behavior.
 
|-
 
|-
 
! <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;">Will</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;">Will</h2>
 
|-
 
|-
 
| 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:
*'''Strength From Determination''': Use Will instead of Physique on any overcome rolls representing feats of strength.
+
*'''Calm Blue Ocean''': You are skilled at keeping your emotions in check. Gain +2 to Will when making overcome actions to keep emotions under control.
  
*'''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 come off as a hard core wall of impasse when it comes to your emotions. Gain +1 when creating an advantage aspect onto yourself that employs the use of seeming emotionally unmoved.
  
*'''Indomitable''': Gain +2 to defend against Provoke attacks related to intimidation and fear.
+
*'''Indomitable''': Through sheer will alone you have managed to become seemingly fearless. Gain +2 to Will based defense against Provoke attacks related to intimidation and fear.
  
*'''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.
+
*'''Sanguine Heart''': No one can break your stride, because you're happy right now! Gain +2 to Will based defense against Deceive attacks related to Despair.
  
*'''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.
+
*'''Unfaltering Appetence''': No one can make you want them if you don't already want them. Gain +2 to Will based defense against Deceive attacks related to Lust.
  
*'''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.
+
*'''You Do Not Want To See My Soul''': Your soul has a truly profound effect on those who see it. Add +1 to your Will Attack rolls while in a Soulgaze.
  
*'''Calm Blue Ocean''': You are skilled at keeping your emotions in check. Gain +2 to Will when rolling to keep emotions under control.
+
*'''Your Soul Doesn't Faze Me''': You've grown accustomed to looking into the dark recesses of other people's minds. Add +1 to your Will Defense rolls while in a Soulgaze.
 
|-
 
|-
 
|}
 
|}

Latest revision as of 04:59, 25 April 2019

Mortal Stunts List
Here you will find a list of the Mortal Stunts used at Tenebrous Isles along with a description of what they're used for.

Stunt Creation Rules

 A stunt is a special trait your character has that changes the way a skill works for you. Stunts indicate some special, privileged way a character uses a skill that is unique to whoever has that stunt. This is a pretty common trope in a lot of settings—special or elite training, exceptional talents, the mark of destiny, genetic alteration, innate coolness, and a myriad of other reasons all explain why some people get more out of their skills than others do. Unlike skills, which are about the sort of things anyone can do, stunts are about individual characters.

 The following guidelines are in place to help players come up with stunts that might be useful to them specifically. Along with these guidelines, we've provided 4 stunts per skill as examples of how Stunts can be created. Keep in mind, there are 4 (or rarely 5) game actions associated with each Skill. A simple list of which game action is actually usable by each skill is listed here:

  • Attack: Casting, Fight, Provoke, Shoot
  • Defend: Athletics, Casting, Contacts (in VERY specific cases), Deceive, Drive, Empathy, Fight, Notice (in specific cases), Physique, Rapport, Stealth, Will
  • Create An Advantage: All Skills can do this
  • Overcome: All Skills can do this
  • Special: Empathy, Performance, Physique, Scholarship, Will


 Stunts can do the following:

  • For a specified game action within a skill, add +1 to your roll as many times as that condition occurs.
  • For a specified game action within a skill, add +2 to your roll under very specific conditions as many times as that precise condition occurs.
  • Add an additional invoke on the aspect resulting from a successfully created advantage, up to the maximum of 2 free invocations.
  • For a specified game action within a skill, reduce the overcome difficulty rating by 2.
  • Expanding the scope of a skill in a specific way, provided the scope does not overlap with the scope of another existing skill.


 Professional Stunts:
 It's important to note that Professional Stunts are a way to demonstrate that someone has taken the time to learn something that applies to a very specific situation. There are things such as First Aid, Surfing, Psychiatric Care, and proper Fake Psychics that are very specific and part of certain skills, but are not the general ability of anyone with those skills. Just because someone has read many a book and has high scholarship, it doesn't mean they can provide first aid reliably. They need the training.

  • Professional level (tier 2) stunts exist, but the stunt they are building upon to become Professional level cannot impart a bonus, it simply removes the untrained penalty from the roll.

Athletics

 The following are stunts available for use with the Athletics skill:
  • At Home In The Water: You're quite comfortable with movements in the water. Gain +1 to overcome actions while swimming.
  • Dazing Counter: You're quite adept at dodging away from enemies, floating like a butterfly and all that. Gain +2 to athletics when dodging away from an unarmed attacker. This bonus immediately negated if attacker is armed with any Weapon rating.
  • You Will Not Escape: Nobody gets away from you. Add +2 to your Athletics skill when using overcome actions to chase someone.
  • Sand Sprinter: Everybody knows deep sand is a pain in the butt to run through. Fortunately, your gait has adapted to it. +2 to Athletics rolls to overcome zone barriers in environments with deep, loose consistency.
  • Slippery as an Eel: All those years of playing Marco Polo and horseplay in the ocean with other kids paid off. +1 to athletics rolls when creating an advantage while in the water.
  • Slipping the Arcane: You might not have come by it easily, but you sure can spot a magical attack coming your way and know to move your ass. Add +1 to your Athletics skill when using it to dodge Casting Attacks.
  • Surfer: You've learned how to ride the waves in Hawaii and are comfortable out there in the water. You can definitely call yourself a surfer. Negates the -2 penalty for having no Surfing training.
  • Surf Master (Professional): Requires Surfer. Not only have you learned how to surf, you do it like a person paid for this professionally. Add +2 to your Athletics skill when making overcome actions while on your surf board.

Burglary

 The following are stunts available for use with the Burglary skill:
  • Always a Way Out: You've always got your exits planned out. +2 on Burglary rolls made to create an advantage whenever you’re trying to escape from a location.
  • Arson: Gain a +2 to any Burglary roll used when creating an advantage in order to conceal a deliberate arson from investigators.
  • The Big Picture: When casing a target to create an advantage, you gain the ability to define an additional aspect about the target (such as Broken Window Latch) when you succeed on the roll, for a total of two aspects.
  • Sticky Fingers: Your fingers are almost impossible to keep off of things other people own. Add +1 to your burglary skill for overcome actions related to taking things owned by others.

Casting

 The following are stunts available for use with the Casting skill:
  • Casting has to do entirely with Rotes and Enchanted Items. In this game, each Rote requires a separate purchased 'stunt'. Each Enchanted Item requires a separate purchased 'stunt'. For instructions on how to create these rotes and enchanted items, please follow this link: Supernatural Stunts
  • Because each rote or enchanted item provides it's bonus/effect to a given situation, there are no additional stunts available for Casting.

Contacts

 The following are stunts available for use with the Contacts skill:
  • Connected (Choose): This stunt reflects the network you create among fellows within an Organization. You receive a +2 to Contacts when overcoming an obstacle preventing knowledge gathering when networking within your specified organization. (Organization must be specified at time of purchase)
  • 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, you gain +1 to your Contacts roll.
  • Rumormonger: That's right, you can chat about people's dirty laundry like a champ. +2 to Contacts when creating an advantage as you plant vicious rumors about someone else.
  • Weird Informants: There are some very strange people willing to talk to you. Add +2 to your Contacts skill when overcoming an obstacle preventing knowledge when looking into "weird" cases.

Crafts

 The following are stunts available for use with the Crafts skill:
  • Always Making Useful Things: You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts.
  • Better than New!: Whenever you succeed 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.
  • Carpenter: Wood is your bitch. Add +2 to your Crafts skill when performing carpentry related tasks.
  • EOD Specialist (Professional): Requires EOD Trained. Not only are you trained to handle un-exploded ordinance, you've dedicated a good bit of your life to it. Add +2 to your Crafts skill when using it to handle Overcome actions related to EOD situations.
  • EOD Trained: There have been some extensive classes on handling un-exploded ordinance in your past. Negates the -2 penalty for lack of training when handling bombs/explosives.
  • Mechanic: You know the ins and outs of vehicles like nobody’s business. Gain a +2 on Crafts to overcome actions when working on vehicles.
  • Food of the Gods: You're actually so good at making food, people might come from miles around just to smell it, cause DAMN that smells delicious. Gain +2 to your Crafts skill when Creating an Advantage that has to do with preparing food or putting together a meal.
  • Primitive Tech: You use nature like others use machine shops. Add +2 to your Crafts skill when performing tasks that involve creating things with un-manufactured and unrefined supplies.
  • Quite the Cook: It's obvious you've spent some serious time in the kitchen and your food is well worth the time it takes to enjoy a full meal. Add +1 to your Crafts skill when performing Overcome actions related to putting together or preparing food.

Deceive

 The following are stunts available for use with the Deceive skill:
  • Feint: When it looks like you're going to go right, you go left. And vice versa. Add +1 to your Deceive skill when using it to create an advantage that has to do with confusion and misdirection in physical combat.
  • Liar Liar: Some might chant this at you, but they'd have to figure out that you're lying first. Going to be tough, though, because you're really, REALLY, good at it. Gain +1 to your Deceive skill when lying to others.
  • 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 your Deceive skill while making create advantage rolls when creating a disguise.
  • Fake Psychic: You're fully capable of making people believe you're a psychic. Likely people think you are already. Negates -2 penalty for being untrained in reading people's body language to perform 'psychic' acts.
  • Role of a Lifetime: You're fully immersed in your secret identity. So much so that the details of that identity come much easier to you, and anyone attempting to find out more about you. All attempts to uncover anything about your 'Real' or 'Original' identity have their difficulty increased by +2
  • Seance Spiritualist (Professional): Requires Fake Psychic. You've developed your Deceive abilities so much that the term 'Psychic' is written on your business cards. Even if it's not true. Add +2 to your Deceive skill when rolling for overcome situations while conducting a fake seance or Spiritualist related encounter.
  • Shades of True: You're quite good at helping the story stick to its good points and tucking away the sticky bits. Gain +1 to your Deceive skill when making overcome rolls based on the fact that you aren't precisely lying, but in fact only omitting key pieces of the truth, which changes the information being delivered almost entirely.
  • Sleight of Hand: What's this? It was up your sleeve all along! You gain a +1 on any attempts with Deceive to create advantages in the form of quick distractions.

Drive

 The following are stunts available for use with the Drive skill:
  • Hard to Shake: You're relentless when behind the wheel! +2 to Drive whenever you’re creating an advantage while pursuing another vehicle in a chase scene.
  • License to Fly: You've logged enough hours in the air that you have a pilot's license and can operate your chosen aircraft. Negates the -2 penalty for being untrained when attempting to fly an aircraft.
  • Like the Back of My Hand: Your knack for shortcuts gives you a +2 to Drive when using it to overcome obstacles for street knowledge and shortest-path navigation.
  • Pedal to the Metal: You like to drive... Like Mario Andretti. Speed is important to to you, at all times. Reduce the difficulty of overcome actions by 2 while behind the wheel and driving like a speedster.
  • Pilot (Professional): Requires License to Fly. Your focus is on aircraft, not cars. Gain +2 to your Drive skill when using it for overcome actions while piloting an aircraft.

Empathy

 The following are stunts available for use with the Empathy skill:
  • Lie Whisperer: Never bullshit a bullshitter. +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.
  • Easy Listener: Not only are you a feeling kind of person, you listen to others in such a way they really do know you care. Negates the -2 penalty for being an untrained listener of troubles.
  • Pratfall Planner: You're especially good at watching someone and figuring out how best to prank them based on their emotional reactions. Gain +2 to Overcome actions with Empathy specifically while getting a 'read' off a target when planning or preparing a prank.
  • Psychologist (Professional): Requires Easy Listener. You've taken listening to the next level and can even do it professionally. Gain +2 to your Empathy rolls when using them to treat someone for the starting of recovery to their Mental Consequences. (Recovery begins by succeeding on an Empathy roll with a difficulty of Great (+4) for a Peril consequence or Fantastic (+6) for a Doomed consequence. You need to be able to talk with the person you’re treating for at least half an hour in order for them to receive the benefits of this stunt, and you can’t use it on yourself.)
  • Read the Surface: You can get a sense of someone quickly when trying to “read” them. While attempting to create an advantage based off of what you can read from someone's surface emotions, gain +2 to Empathy.
  • Won’t Get Fooled Again: It only takes once for someone to lie to you before you start to wise up to it. Once you’ve discovered a particular person’s lie for what it is, you gain a +2 on any future Empathy rolls designed to overcome when dealing with that liar for the rest of the session.

Fight

 The following are stunts available for use with the Fight skill (Fight Bonuses of the same type do NOT stack):
  • Felling the Forest: When fighting against a group of opponents with your preferred weapon they fall like chaff. Gain +1 to Fight Attack rolls when fighting against multiple opponents with your specified weapon (Weapon must be specified at time of purchase).
  • Float Like a Butterfly: You can dance around attackers like you weigh almost nothing. Gain +1 to Fight Defense rolls when you're unarmed. This bonus immediately negated if PC is armed with any Weapon rating.
  • Heavy Hitter: Meat and potatoes are your bread and butter. When fighting unarmed, add +2 to create an advantage that relies on that meaty fist of yours.
  • Hooligan: You're not stronger, or tougher, or better trained... You're simply MEANER in a scrap. Add +1 to your Fight skill when using it to create an advantage with dirty-fighting Maneuvers; sand in the eyes, a kick in the nuts, etc.
  • Kiss of the Dragon: You've trained your fingers to find the most painful places on your opponent with the greatest of ease, leaving a lasting impression. Gain a W:1 rating to your Fight Attack when dealing Unarmed blows to pressure points vs targets that have them (I.E. This does not work on Zombies). This bonus immediately negated if PC is armed with any Weapon rating.
  • Martial Artist: You recognize many different styles of fighting. When you create an advantage based on your targets form, you gain a +2 to your Fight roll.
  • Parrying: You're good enough at using a weapon to defend yourself from all comers. If you have an appropriate weapon in hand, gain +1 to defense rolls.
  • Sting Like a Bee: When you hit, they feel it. Oh yeah. Gain +1 to Fight Attack rolls when fighting unarmed. This bonus immediately negated if PC is armed with any Weapon rating.
  • Street Sweeper: Your mighty swings are capable of clearing vast swaths of land! Or at least putting a few foes off balance, though less useful against a single foe. Gain +2 to Fight rolls to Create an Advantage when fighting multiple opponents with your specified weapon (Weapon must be specified at time of purchase).

Lore

 The following are stunts available for use with the Lore skill:
  • Cultural Immersion: Choose a field of specialization, such as Hawaiian, Japanese, Eastern European or British Isles. You get a +2 to all overcome Lore rolls relating to that field of specialization.
  • 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 overcoming barriers while researching things covered by such a topic.
  • Prepped for Weird: You've seen enough to know that you've always got to be prepared for the strange that you might end up walking into when you cross to the NeverNever. You don't ever have to spend a fate point to declare that you have the proper tools to handle the peculiar environmental oddities in the NeverNever.
  • Shield of Reason: You can use your knowledge of Lore to your advantage. Gain +1 to your Lore skill when creating an advantage based on what you know about the subject at hand.
  • Spiritual Navigator: You've figured out the ebb and flow of strange in the NeverNever. Gain +2 to rolls to find ways into and through the Nevernever.

Notice

 The following are stunts available for use with the Notice skill:
  • A Regular Jacques Cousteau: You're the kind of person others want on whale watching trips with them. You've spent your life in and around the water, and you're an expert at spotting things at or below the surface. You're also good at noticing when something's in the water that shouldn't be. Gain +1 to Notice rolls when what you're noticing is in the water.
  • Danger Sense: You have an almost preternatural capacity for detecting danger. Gain +2 to your Notice roll when overcoming any barriers that might put you in danger if you didn't notice them. This applies to mechanical traps and the like.
  • On My Toes: You're quick, especially quick really. Gain +2 to Notice for the purpose of initiative in physical confrontations.
  • Paranoid? Probably.: There's no such thing as just chilling out for you. Someone or something is out to get you. Gain +2 to Notice when rolling against surprise.
  • Quick Eye: When examining a location for clues, your eye is quick to pick out the visual details. The overcome difficulty for your Notice rolls to determine deeper details about a scene is 2 lower.
  • Nancy Drew: You really seem to like taking people by surprise with your witty insights and problem solving abilities. Gain +2 to your Notice skill when creating an advantage based on the little things you noticed that everyone else likely missed.

Performance

 The following are stunts available for use with the Performance skill:
  • Special Arts: Requires Artist. You've managed to make yourself quite the specialist when it comes to a very specific aspect of art. Gain +2 to your performance roll when creating an advantage that specifically matches your specialty.
  • Artist: You are an artist, obviously. Pick a genre and a medium. Add +1 to your Performance skill when using it to overcome an obstacle that falls into your area of expertise.
  • Building Upon The Mood: You know how to use the local ambience to maximum effect. Add +1 to your Performance skill when creating an advantage to boost a Performance roll.
  • Pointed Performance: When performing for an audience, normally you can only create advantages on the scene that are broad, focused on general moods (Creepy as Hell, Let’s Party!, Uninhibited). With this stunt, you may make performances that target something more specific, perhaps directing that mood at a particular person or group. For instance, a satirist with this stunt could attempt to use his performance either to elicit a response from one person in the audience (The Jig Is Up) or to cause the audience to direct their mood toward that person (Check Out the Emperor’s New Clothes).
  • Worth 1000 Words: Whether or not you can cook or fix a drink, you know how to make that food or drink look its very best. You can present a meal in such a way that even if it tasted like cardboard, anyone would want to have a picture of it on their Instagram feed. Gain +2 to your Performance skill when Overcoming and obstacle related specifically to food/drink presentation.

Physique

 The following are stunts available for use with the Physique skill:
  • Adamantium Liver: Your liver has done more than it's fair share to keep you alive. And it still does! Gain +2 to overcomes using physique to avoid the detrimental effects of drugs or alcohol.
  • Bend and Break: Things that have no blood pumping through their veins stand very little chance against you when you get going. When breaking objects, the difficulty for the overcome roll is reduced by 2.
  • Clever Wrestling: You aren't easy to hold down. Add +2 to your Physique skill when specifically attempting to overcome a grapple.
  • Grappler: You're quite good in a wrestle. +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.
  • Natural Diver: Years of diving without scuba gear has made your lungs that much stronger. Gain +2 to overcomes using Physique to hold your breath and avoid harmful effects of asphyxiation.
  • Olympic Proportions: You're fairly large, or at least pretty darn solid, add +1 to your Physique based overcome rolls where your size would prove an advantage.

Provoke

 The following are stunts available for use with the Provoke skill:
  • Meanie Head: You're good at playing upon negative emotions. Add +2 to your Provoke skill when creating an advantage to induce negative emotions like guilt, sorrow, despair, or worthlessness.
  • 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.
  • Rule with Fear: Taking this stunt establishes that your reputation is based on how scared people are of you, far more than anything else. Gain +1 to Provoke when rolling to create an advantage representing your scariness.
  • Shock and Awe: Sometimes you've just got it. And when you've got it, you use it. Add +1 to your Provoke skill when attacking someone verbally to degrade and debase them.

Rapport

 The following are stunts available for use with the Rapport skill:
  • Best Foot Forward: You tend to make sure that when you arrive, you make the most excellent first impressions. Gain +2 to your Rapport rolls when creating an advantage when you first arrive to a new situation.
  • Cool As A Cucumber: Nasty people don't bother you at all. They probably don't even mean what they say anyway. All Rapport rolls to overcome social negatives for your PC have their difficulty lowered by 2.
  • Demagogue: Public speaking doesn't bother you in the slightest. Gain +2 to Rapport rolls when you’re creating an advantage while delivering an inspiring speech in front of a crowd.
  • Interviewer: You have been trained to ask effective questions, even to the people that might not want to answer them. Add +2 to your Rapport skill when creating an advantage during an interview session.
  • Teflon Persona: People speaking ill of you doesn't bug you, all those negative words will never stick because you're just that good. In fact, they seem to slide right off. When someone successfully places a negative social aspect on your PC, once you successfully overcome it, the social aspect is transferred to the person that originally bestowed it.
  • Turning An Ear: There's no way that Jury's not going to lean to your side. Gain +2 to your Rapport Skill when using it to create an advantage within the courtroom, which makes your side of a statement or argument seem like the better choice.

Resources

 The following are stunts available for use with the Resources skill:
  • Criminal Lawyer: Sometimes you just need a lawyer that has their fingers in more crime pies than you. Gain +2 to overcomes using resources to get the most immoral lawyer on the planet.
  • 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 friction-less by the greasy stain of it all. The difficulty for your rolls for overcoming obstacles related to illicit purposes are reduced by 2.
  • Lush Lifestyle: You live like Royalty, or at least other people think you do. Gain +1 to your Resources roll whenever using resources to create an advantage if attempting to impress someone with your cash flow.
  • Steady Profit: You've made some fantastic choices when it comes to money and investment. Gain a +2 to your Resources when overcoming obstacles that require you to pay large sums of money up front, such as buying property, a large purchase item, or making new investments to indicate the stocks you can dip into.
  • Trust Fund Baby: You've got money that comes in, and even if it's just monthly, that money lets you pick up a few things you might not get otherwise. Gain +1 to Resources based overcome rolls when you just need to get it, and can't imagine living without it.

Scholarship

 The following are stunts available for use with the Scholarship skill:
  • Bachelor's Studies (Choose): You've been taking classes or doing a ton of studies on your own time to get vaguely well learned on a fairly broad subject. Choose a broad field of study such as Biology, Zoology, Herbology, Mythology. You get a +1 to all Scholarship rolls attempting an overcome action relating to that field of study.
  • Doctor (Professional): Requires Med Tech. You have a medical degree or the equivalent of such an education. You have the official title of Doctor. You may use your Scholarship skill to declare appropriate justification for the recovery of moderate physical consequences when outside a medical facility, and for the recovery of severe physical consequences within a medical facility. Attempts to help someone overcome these physical consequences are made at a +2 to your Scholarship skill. (Recovery begins by succeeding on the Scholarship roll with a difficulty of Great (+4) for a Peril consequence or Fantastic (+6) for a Doomed consequence..)
  • Forgery Expert: You are trained to distinguish forged documents from real ones. Gain +2 to your Scholarship roll when attempting an overcome action to spot forgeries or falsified documentation.
  • Linguist: You may speak (and read) an additional language. You may take this stunt multiple times, adding 1 more language each time. The languages you speak may be obscure, rare, or dead, provided you can establish an opportunity to study them.
  • Master's Studies (Choose): Requires Bachelor's Studies. Choose a field of Master's level specialization, such as Crypto-Zoology, Molecular Biology, Organic Chemistry, European Herbology, Bio-Chemistry. You get a +2 to all Scholarship rolls attempting an overcome action relating to that field of specialization.
  • Medical Examiner: The dead man tells no tale, unless he's on your table. Use your Scholarship skill at +1 for overcome rolls while examining a Corpse.
  • Med Tech: You've been educated enough to understand the functions of human biology and how it interacts with the world and injuries. It's likely you're entirely comfortable being a First Responder on the site of an accident, and you've had your CPR certification for a while now. Negates the -2 penalty for being untrained in first aid. You can perform first aid when necessary.

Shoot

 The following are stunts available for use with the Shoot skill:
  • Crack Shot: You've used guns/bows/slingshots/other projectile weapons for a good long time and you know how they work, how to fire them, and have developed excellent aim. Gain +1 to Shoot-based attacks when your target has no cover.
  • Fast Reload: Provided that you have a supply of ammunition, reloads are rarely an issue. You have a +2 to overcome actions whenever your weapon is compelled to be out of ammo or jammed.
  • Gun Nut: Guns. Man, you know everything about them. You’ve seen them all, even the ones that nobody knows about. When rolling Shoot as a knowledge-based overcome, gain +2 on the roll.
  • Pin Them Down: When taking a full round to Aim, gain +2 to your Shoot skill to create an advantage related to your Aim.
  • Pocket Sand!: It just so happens you have something you can throw at someone that can cause inflammation, irritation, pain, what have you when it hits them, creating a valuable distraction. (See: Metsubushi). Gain +1 to your Shoot skill when using it to Create an Advantage against your opponent due to a thrown source of irritation/inflammation.
  • Target-Rich Environment: Sometimes there are just so many people/things to shoot at, it's almost impossible to not find a target. While firing upon at least 3 targets at once (making a spray attack), gain a +2 to Shoot-based attack actions.

Stealth

 The following are stunts available for use with the Stealth skill:
  • Among The Seaweed: You are a master of submersible subterfuge. Add +2 to your Stealth-based rolls to create an advantage as long as you are at least partially underwater.
  • Face in the Crowd: A crowd of people is the perfect cover. Gain +2 to any Stealth overcome roll to blend into a crowd of people.
  • Ninja Vanish: Once per scene and at the cost of a fate point, you can vanish while in plain sight, using a smoke pellet or other mysterious technique. This places the Vanished situation aspect on you. While you’re vanished, no one can attack or create an advantage on you until after they’ve succeeded at an overcome roll to find you. This aspect goes away as soon as you invoke it, or someone makes that overcome roll. To determine the Overcome required, roll the Stealth skill when you vanish, and anyone attempting to find you must do so with a Notice overcome action.
  • Slippery Target: Provided you’re in darkness or shadow, you can use Stealth to defend against Shoot attacks from enemies that are at least 1 zone away.

Survival

 The following are stunts available for use with the Survival skill:
  • Animal Handler (Specify): Roll Survival at +1 when using it for Animal Handling or, where relevant, Riding when attempting to overcome an obstacle with or while on the chosen animal.
  • Go Native/City Rat: (choose NeverNever, Rural, or Urban) You’re able to survive nearly indefinitely in your chosen location, living off the land. Survival based overcomes are made at +1 while they apply to your specific area.
  • Naked and Unafraid: You don't ever have to spend a fate point to declare that you have the proper tools for a particular job using Survival.
  • Navigator: (choose Rural or Urban) Gain +2 to rolls when attempting to create an advantage for the use of navigating around your chosen location.
  • Superior Tracking: You could track a bacterium across ten parsecs of glass in a rainstorm with your eyes closed. Add +2 to your Survival skill when overcoming an obstacle while tracking.
  • Survivalist: Choose a field of specialization, such as topography, fauna, or flora. You get a +2 to all Survival rolls attempting to create an advantage when dealing with that survival specialization.
  • Vine Swinger: You're able to survive and understand the Hawaiian Rain Forest on an integral level. Survival based overcomes are made at +2 while they apply to the Hawaiian Rain Forest.
  • Wild Instincts: You have a knack for understanding the motivations and actions of animals. Gain +1 to your Survival rolls when attempting to understand a wild animal's behavior.

Will

 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 making overcome actions to keep emotions under control.
  • Hard Boiled: You can choose to come off as a hard core wall of impasse when it comes to your emotions. Gain +1 when creating an advantage aspect onto yourself that employs the use of seeming emotionally unmoved.
  • Indomitable: Through sheer will alone you have managed to become seemingly fearless. Gain +2 to Will based defense against Provoke attacks related to intimidation and fear.
  • Sanguine Heart: No one can break your stride, because you're happy right now! Gain +2 to Will based defense against Deceive attacks related to Despair.
  • Unfaltering Appetence: No one can make you want them if you don't already want them. Gain +2 to Will based defense against Deceive attacks related to Lust.
  • You Do Not Want To See My Soul: Your soul has a truly profound effect on those who see it. Add +1 to your Will Attack rolls while in a Soulgaze.
  • Your Soul Doesn't Faze Me: You've grown accustomed to looking into the dark recesses of other people's minds. Add +1 to your Will Defense rolls while in a Soulgaze.