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Stunts List

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


Athletics

 The following are stunts available for use with the Athletics skill:
  • Sprinter: You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement.
  • Hardcore Parkour: +2 to overcome actions with Athletics if you are in a chase across rooftops or a highly crowded environment.
  • 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.
  • Fleet of Foot: When sprinting, gain a +2 to Overcome barriers.
  • Human Spider: Difficult surfaces aren’t much trouble to scale; gain +2 to all climbing rolls.
  • Mighty Leap: Any barriers that your character tries to overcome by jumping gain +2 to the roll.

Burglary

 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.
  • 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.
  • 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.
  • Cat-Burglar: You’re a thief with catlike tread; you may use Burglary instead of Stealth for Hiding or Skulking (YS142).
  • 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.

Contacts

 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.
  • Rumormonger: +2 to create an advantage when you plant vicious rumors about someone else.
  • The Weight of Reputation: You can use Contacts instead of Provoke to create advantages based on the fear generated by the sinister reputation you’ve cultivated for yourself and all the shady associates you have. You should have an appropriate aspect to pair with this stunt.
  • 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.

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, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.
  • 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.
  • 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).
  • 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).
  • 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.
  • 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.
  • 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.

Deceive

 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.
  • 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.
  • Document Forging: You are trained in the forging of official documents (such as ID, birth records, and the like) or letters. You can roll Deceive +2 to create these documents, but using them or planting them where they will be of use (like in a library or government office) might require the use of other skills, such as Burglary or Stealth. Anyone exposed to these documents gets a Notice or Scholarship roll to spot the deception.
  • Honest Lies: Whenever incorporating a real, valuable piece of the truth (however marginally valuable it may be) into a lie, you gain a +2 on your efforts to pass off the untrue parts.
  • 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.
  • 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.
  • 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.
  • Takes One to Know One: You may use Deceive instead of Empathy to catch someone in a lie.

Drive

 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Empathy

 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.
  • 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.
  • 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.)
  • 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.
  • 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.
  • 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.

Fight

 The following are stunts available for use with the Fight skill:
  • 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.
  • 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.
  • 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.
  • 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.
  • Martial Artist: You recognize many different styles of fighting. When you create an advantage based on your targets form, you gain a +2.
  • 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.
  • Lethal Weapon: (Requires Martial Artist) Your hands are lethal weapons. Your bare hands are considered Weapon 2 against unarmored opponents.
  • Off-Hand Weapon Training: You know how to fight more effectively with two weapons in hand. Normally, you may only take the damage bonus from one weapon on a successful hit; with this stunt, you may add half of the second weapon’s bonus as well (round up).
  • 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.

Investigate

 The following are stunts available for use with the Investigate skill:
  • Attention to Detail: You can use Investigate 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.
  • Eavesdropper: On a successful Investigate roll to create an advantage by eavesdropping on a conversation, you can discover or create one additional aspect (though this doesn’t give you an extra free invocation).
  • The Power of Deduction: Once per scene you can spend a fate point (and a few minutes of observation) to make a special Investigate roll representing your potent deductive faculties. You may discover or create an aspect for each shift you make on this roll, on either the scene or the target of your observations, though you may only invoke one of them for free.
  • Listening: You can tune out your other senses and simply focus on your hearing, making you able to pick up faint sounds with astonishing clarity. Gain a +4 on your Investigate roll when Listening; however, your Notice drops to Terrible while doing so, due to the exclusion of your other senses. If a conflict begins while you are Listening, it will take a full exchange for your Notice to return to normal once you stop.
  • Pin the Tail: You’re a tough person to shake once you get on someone’s trail. You may roll Investigation 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 Investigate roll to determine deeper details about a scene is 2 time increments (YS315) faster than usual.
  • Scene of the Crime: You have a practiced eye when combing over a crime scene. In such a circumstance, you gain +1 to your Investigate roll and arrive at your findings one step faster than usual on the time table
  • Hunter: You know how to track game in the outdoors. Gain +2 to use Investigate to track something in the wilderness.

Lore

 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.
  • 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.
  • Specialist: Choose a field of specialization, such as herbology, criminology, or zoology. You get a +2 to all 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 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.
  • Nevernever Native: You’re able to survive nearly indefinitely in the spirit world, living off the land. Lore rolls are made at +1, and the time between multiple rolls for a prolonged stay is increased by one increment.
  • 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: Gain +2 to rolls to find ways into and through the Nevernever.

Notice

 The following are stunts available for use with the Notice skill:
  • 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.
  • Body Language Reader: You can use Notice in place of Empathy to learn the aspects of a target through observation.
  • 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!
  • 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).
  • On My Toes: Gain +2 to Notice when using it to determine initiative.
  • Paranoid? Probably.: Gain +2 to Notice when rolling against surprise.

Physique

 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Bend and Break: Gain +2 to Physique when breaking objects.

Provoke

 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.
  • 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. Use Provoke instead of Rapport whenever rolling to represent your reputation.

Rapport

 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.
  • 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.)
  • 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.
  • 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.
  • 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.

Resources

 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.
  • 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 frictionless by the greasy stain of it all. Gain a +2 to Resources whenever using it for illicit purposes.
  • 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.
  • 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.

Scholarship

 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.
  • 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.
  • 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.
  • 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.
  • 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.).
  • 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.
  • 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.
  • Zoologist: Roll Scholarship at +2 when using it for Animal Handling.
  • Go Native/City Rat: (choose rural or urban) You’re able to survive nearly indefinitely in your chosen location, living off the land. Scavenging rolls are made at +1, and the time between multiple rolls for a prolonged stay is increased by one increment.
  • Navigator: (choose rural or urban) Gain +2 to rolls to navigate around your chosen location.

Shoot

 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.
  • 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.
  • 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.
  • 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.
  • Good Arm: Thrown weapons now have a range of 2 zones (instead of 1).
  • 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.

Spellcasting

 The following are stunts available for use with the Spellcasting skill:
  • Coming soon

Stealth

 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.
  • 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.
  • 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.

Will

 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.
  • 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.).
  • Indomitable: Gain +2 to defend 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.
  • 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.
  • 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.
  • Calm Blue Ocean: You are skilled at keeping your emotions in check. Gain +2 to Will when rolling to keep emotions under control.