Difference between revisions of "Mortal Stunts"
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:*<u>Attack:</u> Casting, Fight, Provoke, Shoot | :*<u>Attack:</u> Casting, Fight, Provoke, Shoot | ||
:*<u>Defend:</u> Athletics, Casting, Contacts (in VERY specific cases), Deceive, Drive, Empathy, Fight, Notice (in specific cases), Physique, Rapport, Stealth, Will | :*<u>Defend:</u> Athletics, Casting, Contacts (in VERY specific cases), Deceive, Drive, Empathy, Fight, Notice (in specific cases), Physique, Rapport, Stealth, Will | ||
− | :*<u>Create An Advantage:</u> | + | :*<u>Create An Advantage:</u> All Skills can do this |
− | :*<u>Overcome:</u> | + | :*<u>Overcome:</u> All Skills can do this |
− | :*<u>Special:</u> | + | :*<u>Special:</u> Empathy, Performance, Physique, Scholarship, Will |
<br > | <br > | ||
{{tab}}'''Stunts can do the following:'''<br > | {{tab}}'''Stunts can do the following:'''<br > | ||
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* For a specified game action within a skill, reduce the overcome difficulty rating by 2. | * 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. | * Expanding the scope of a skill in a specific way, provided the scope does not overlap with the scope of another existing skill. | ||
− | * Professional level (tier 2) stunts | + | <br > |
+ | {{tab}}'''Professional Stunts:'''<br > | ||
+ | {{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 > | ||
+ | * 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. | ||
|- | |- | ||
! <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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*'''At Home In The Water''': You're quite comfortable with movements in the water. Gain +1 to overcome actions while swimming. | *'''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. | + | *'''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. | *'''You Will Not Escape''': Nobody gets away from you. Add +2 to your Athletics skill when using overcome actions to chase someone. | ||
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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. | *'''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. | *'''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. | ||
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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. | *'''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 | + | *'''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. | *'''Carpenter''': Wood is your bitch. Add +2 to your Crafts skill when performing carpentry related tasks. | ||
+ | |||
+ | *'''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. | ||
+ | |||
+ | *'''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. | *'''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. | ||
|- | |- | ||
! <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: | ||
*'''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. | *'''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. | *'''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. | + | *'''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)''': <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. | *'''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. | ||
+ | |||
+ | *'''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. | *'''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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|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''': You're relentless when behind the wheel! +2 to Drive whenever you’re creating an advantage while pursuing another vehicle in a chase scene. | *'''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. | *'''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. | ||
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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. | *'''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 + | + | *'''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. |
|- | |- | ||
! <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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*'''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. | *'''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. | + | *'''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)''': <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.) | *'''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.) | ||
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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;">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): |
+ | *'''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. | *'''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 + | + | *'''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. | *'''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. | *'''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)''. | ||
|- | |- | ||
! <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: | ||
+ | *'''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. | *'''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. | *'''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. | *'''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. | ||
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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: | ||
− | *'''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. | + | *'''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. | *'''On My Toes''': You're quick, especially quick really. Gain +2 to Notice for the purpose of initiative in physical confrontations. | ||
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*'''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). | ||
+ | |||
+ | *'''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> | ||
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*'''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. | *'''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. | ||
|- | |- | ||
! <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> | ||
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*'''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. | *'''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. | + | *'''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)''': <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. | *'''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. | ||
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*'''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. | *'''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. You can perform first aid when necessary. | + | *'''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: | ||
− | + | *'''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. | |
− | |||
− | *'''Crack Shot''': You've used guns 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. | *'''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. | ||
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*'''Pin Them Down''': When taking a full round to Aim, gain +2 to your Shoot skill to create an advantage related to your Aim. | *'''Pin Them Down''': When taking a full round to Aim, gain +2 to your Shoot skill to create an advantage related to your Aim. | ||
− | *'''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 | + | *'''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. | ||
|- | |- | ||
! <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> | ||
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*'''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. | *'''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 | + | *'''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. | ||
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*'''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. | *'''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, | + | *'''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 | + | *'''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. | *'''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. | *'''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. | ||
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*'''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. | *'''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. | ||
− | *'''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 | + | *'''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. | ||
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|} | |} |
Latest revision as of 04:59, 25 April 2019
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