Author Topic: Cleaning Up The Stunt List  (Read 31928 times)

Offline Silverblaze

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Re: Cleaning Up The Stunt List
« Reply #225 on: January 03, 2012, 06:34:24 PM »
I think something we may be forgetting about these stunts: Usually when a interrogation takes place...you have a captive audience.  Unless time is an issue (which it usually is [ but you sometimes have days rather than hours to get info]) enough time spent interrogating can indeed supply the information.  Therefore, I see one more option.  The stunts could decrease the time it takes to collect the information.

  I also think since the more time you have the more time you have to keep trying free manuevers, the more obsolete the stunt seems to me.  Since it comes with the downside of needing another stunt another person has - it can likely be statted to be a little less balanced with other stunts.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #226 on: January 03, 2012, 09:49:27 PM »
No matter how many maneuvers you can make, a bonus is always good.

And this is not only useful for interrogation. It can be used in any social conflict.

But anyway, it sounds like this upgrade ought to be acceptable. (It's supposed to be limited to social attacks, which I will make more explicit.)

Anyway, with that I think I'm just about done the second list post. Will compile the revisions shortly.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #227 on: January 05, 2012, 07:40:31 AM »
Discipline:

Determinate: Your astonishing determination allows you to push yourself beyond your limits. Use your Discipline skill for the Long-Term Action trapping of the Endurance skill. (A similar stunt could exist in Conviction.)
Disciplined Body: (Requires Determinate) Your body moves because your mind tells it to. Use your Discipline skill to determine the length of your physical stress track. (A similar stunt could exist in Conviction.)
Master of the Sight: You are remarkably good at seeing through your third eye. Increase your Discipline and Lore skills by one when using them to interpret or control the Sight.
Spiritual Integration: You get along well with your Demonic Co-Pilot. Increase your Discipline skill by 2 when using it to resist stress from using your Demonic Co-Pilot.
Unbroken Composure: Your mental strength allows you to remain calm when others would be caught off guard. You may use your Discipline skill for the Avoiding Surprise trapping of the Alertness skill.
Focused Fallout: Your spells are hard on the environment, but they're harder on the guys that you hit with them. When you take fallout as a consequence of casting a spell with insufficient control, reduce the power of the spell by two shifts less.
Control The Conversation: Your tremendous self-control gives you tremendous social control. You may use your Discipline skill to determine initiative in a social conflict.
Fearless: You are not easily scared. All attempts to intimidate you suffer a two shift penalty.
Reflexive Shield: Magic is the only defence you need. When you are attacked, you may sacrifice your next action to cast a defensive evocation.
Landscape Command: You control your domain even more closely than most. Increase your Discipline skill by two when using it in conjunction with your Demesne power.*
Laser Focus: You find it easy to clear your mind in a stressful situation. When making a Discipline maneuver to create an aspect based on concentration, willpower, or clear thought, add two to your Discipline roll.
I'll Just Ignore You: Counterarguments are a waste of time. You prefer to simply not listen to the people you disagree with. You may use your Discipline skill for the social defence trapping of Rapport.
Mind of Steel: Magical mental influence is useless against your fortress-like mind! Add two to your Discipline skill when using it to defend against supernatural mental attacks.

Driving:

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

Empathy:

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

Endurance:

Tough as Nails: You don’t seem to feel pain the way normal people do. When an opponent tags or invokes one of your consequences when attacking you in a physical conflict they only receive +1 to their roll. If they choose to reroll, you may lock down one of his dice and leave them only 3 to reroll.
Inexhaustible Power: You always have a bit more juice to draw upon. You may take two additional mild mental consequences when facing the stress incurred from using Evocation.
Fireproof: You are incredibly resistant to fire and extreme heat in general. You have a natural armour score of 2 against fire.
Effortless Recovery: You don’t just heal fast. You heal easily. You may spend a supplemental action to remove a minor consequence with a Recovery power without taking a -1 penalty to your main action that exchange.

Was That Supposed To Hurt?: You are TOUGH. You don't avoid attacks, you just take them right. You may use your Endurance skill to defend against any physical attack that could plausibly strike you without inflicting a significant injury.
Shrug It Off: You don't bother to dodge; you don't need to. When you are attacked in a physical conflict, you may choose to make your defence Mediocre. If you do so, roll your Endurance skill and gain armour against that attack equal to the result. Armour from this stunt stacks with all other forms of armour.
The King Still Stands: You are the king! An army of commoners is nothing more than fodder for your sword to cut down. When fighting against multiple opponents on your own, you may take two additional mild physical consequences.
Toughness Of Mind And Body: A guy as tough as you has no need to be afraid. You may use your Endurance skill to resist fear.

Fists:

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

Guns:

Trained As A Unit: You were trained alongside the rest of your unit, and now that unit is like a single organism. Add two to your Guns skill when using it to make a maneuver while working together with at least one other character who has this stunt for the same unit as you. (A similar stunt could exist in many other skills.)
Team Player: You have been extensively trained to work together with others. Add two to your Guns skill when using it to make a maneuver to grant an aspect to an ally of yours. (A similar stunt could exist in many other skills.)
Killer Of Animals: Guns aren't for killing people: they're for killing animals. All of your attacks with guns inflict two additional stress to mundane animals.
Long-Range Combat: You're most comfortable when your enemies are a ways away. Add 1 to your guns skill when using it to attack a character at least 2 zones away.
Killer of Many: You have killed a lot of people, but not so many monsters. All of your attacks with Guns inflict two additional stress to Pure Mortals.

Empty Mag Empty Room: (Requires Blaze Away) Sometimes you just have to fire every bullet you have. When you attack with a gun, you may choose to fire every bullet in your gun at once. If you do, each attack you make that exchange gets a +1 bonus.
Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms. Add 1 to the stress inflicted by each attack you make with a gun that you either made or modified heavily.
Personal Arsenal: You own a great number of weapons, and you get new ones all the time. Use your Guns skill instead of your Resources skill when dealing with weaponry.
Scope User: You know how to use a scope. Add two to your Guns skill when using it to make manoeuvres related to aiming while using a scope or laser sight.
Ammo Selection: There are a lot of different types of bullet in the world, and each of them is suitable for a different situation. Given the chance to select and use ammunition appropriate to the situation, all of your attacks with Guns inflict two additional stress.
Sea Urchin Launcher Wielder: You are proficient in the use of the weapons of the Fomor people who live beneath the sea. Add one to your Guns skill when using it to attack with Fomor weapons.
This... Is My BOOMSTICK!: Somehow, talking like an action hero helps you shoot like one. Add one to your Guns skill when attacking with a shotgun, provided you can incorporate a cheesy one-liner in the combat.
Talking With Guns: A guy with a gun and the skill to use it is always scary, even if he's got no charisma at all. You may use your Guns skill instead of your Intimidation skill when threatening someone with a gun.

Intimidation:

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

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #228 on: January 05, 2012, 07:45:09 AM »
And now some stunt for skills not on the current list post:

Lore:

Spell Resistance: Your extensive practical experience with hostile magic helps you mitigate its effects. You have an armour value of 1 against all stress originating from direct applications of magic.  This armour stacks with all other sources of armour that may be effective against a magical attack.

Athletics:

Spell Sense: Through exposure to and training against spellcasters you have developed a nearly preternatural awareness of danger from magical attacks. As such, you can react to that danger sooner and more effectively. Add two to your Athletics skill when using it to defend against spellcasting (including enchanted items).

Weapons:

Master Of The Lasso: (Require Lasso) You are very good at using a lasso. You may use your Guns, Might, or Weapons skill with a +1 bonus to wield a lasso.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #229 on: January 31, 2012, 03:01:33 AM »
Discipline:

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

Driving:

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

Empathy:

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

Endurance:

Tough as Nails: You don’t seem to feel pain the way normal people do. When an opponent tags or invokes one of your consequences when attacking you in a physical conflict they only receive +1 to their roll. If they choose to reroll, you may lock down one of his dice and leave them only 3 to reroll.
Inexhaustible Power: You always have a bit more juice to draw upon. You may take two additional mild mental consequences when facing the stress incurred from using Evocation.*
Fireproof: You are incredibly resistant to fire and extreme heat in general. You have a natural armour value of 2 against fire. This bonus stacks with other sources of armour.
Effortless Recovery: You don’t just heal fast. You heal easily. You take no penalty when erasing a consequence as a supplemental action with a Recovery power.*
Was That Supposed To Hurt?: You are TOUGH. You don't avoid attacks, you just take them right. You may use your Endurance skill to defend against any physical attack that could plausibly strike you without inflicting a significant injury.
Shrug It Off: You don't bother to dodge; you don't need to. When you are attacked in a physical conflict, you may choose to make your defence Mediocre. If you do so, roll your Endurance skill and gain armour against that attack equal to the result. Armour from this stunt stacks with all other forms of armour.
The King Still Stands: You are the king! An army of commoners is nothing more than fodder for your sword to cut down. When fighting against multiple opponents on your own, you may take two additional mild physical consequences.
Toughness Of Mind And Body: A guy as tough as you has no need to be afraid. You may use your Endurance skill to resist fear.

Fists:

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

Guns:

Trained As A Unit: You were trained alongside the rest of your unit, and now that unit is like a single organism. Add two to your Guns skill when using it to make a maneuver while working together with at least one other character who has this stunt for the same unit as you. (A similar stunt could exist in many other skills.)
Team Player: You have been extensively trained to work together with others. Add two to your Guns skill when using it to make a maneuver to grant an aspect to an ally of yours. (A similar stunt could exist in many other skills.)
Killer Of Animals: Guns aren't for killing people: they're for killing animals. All of your attacks with guns inflict two additional stress to mundane animals.
Long-Range Combat: You're most comfortable when your enemies are a ways away. Add one to your Guns skill when using it to attack from at least two zones away.
Killer of Many: You have killed a lot of people, but not so many monsters. All of your attacks with Guns inflict two additional stress to Pure Mortals. (This stunt may be excessively broad in a game with an unusually high number of mortals, so GM discretion is advised.)
Empty Mag Empty Room: (Requires Blaze Away) Sometimes you just have to fire every bullet you have. When you attack with a gun, you may choose to fire every bullet in your gun at once. If you do, each attack you make that exchange gets a +1 bonus.
Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms. Add 1 to the stress inflicted by each attack you make with a gun that you either made or modified heavily.
Personal Arsenal: You own a great number of weapons, and you get new ones all the time. Use your Guns skill instead of your Resources skill when dealing with weaponry.
Scope User: You know how to use a scope. Add two to your Guns skill when using it to make manoeuvres related to aiming while using a scope or laser sight.
Ammo Selection: There are many different types of bullet in the world, and each of them is suitable for a different situation. Given the chance to select and use ammunition appropriate to the situation, all of your attacks with Guns inflict two additional stress.
Sea Urchin Launcher Wielder: You are proficient in the use of the weapons of the Fomor people who live beneath the sea. Add one to your Guns skill when using it to attack with Fomor weapons.
This... Is My BOOMSTICK!: Somehow, talking like an action hero helps you shoot like one. Add one to your Guns skill when using it to attack with a shotgun, as long as you say a cheesy one-liner each time you attack.
Talking With Guns: A guy with a gun and the skill to use it is always scary, even if he's got no charisma at all. You may use your Guns skill instead of your Intimidation skill when threatening someone with a gun.

Intimidation:

Scare 'em Straight: You are a an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add one to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).**
Bad Cop: Cruelty is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Good Cop stunt, add two to your Intimidation skill. In addition, your social Intimidation attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Good Cop stunt as you make them.**
And Your Little Dog Too: People who shrug off the most brutal threats against themselves will often fold when their loved ones are threatened. When you make an Intimidation attack in which you threaten to harm someone other than the target of the attack, you inflict two additional stress.**
Rorschach-Style Information Gathering: You don't ask nicely when there's stuff you need to know. You may use your Intimidation skill for the Gathering Information trapping of the Contacts skill.
Scary Reputation: It’s at lot easier to scare someone if they’re already scared of your reputation. Use your Intimidation skill plus one to make Declarations about the terrible things people think you've done.
Polite Threats: (Requires Subtle Menace) It takes a special kind of person to make a death threat at a tea party. You are that special kind of person. You may use Intimidation without being rude or directly threatening someone.
I Find Your Lack Of Faith Disturbing: Really dedicated people are kind of scary. Add one to your Intimidation skill when using it against someone whose Conviction skill is lower than yours.**
Torturer: You have the complete lack of mercy that is needed to torture someone properly. You may use your Intimidation skill to inflict mental stress as long as your target is entirely within your power.
Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for the social defence trapping of the Rapport skill.
Threats Of Violence: Fear and pain: they’re like best buddies. You always try to keep them together. Your Intimidation attacks inflict two additional stress to people that you have physically harmed recently.**
Mesmerizing Gaze: Something about your eyes is frightening to people. Perhaps it's something similar to the effect behind a wizard's soulgaze. Add two to your Intimidation skill when using it to place an aspect on another character with a maneuver as long as you can make eye contact with your target.**
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. You may treat your minions as weapon 2 for Intimidation attacks.**
Stirrer: You are very good at stirring up conflict amongst other people. Add to one to your Intimidation skill when using it to get one person angry with another.**
« Last Edit: January 31, 2012, 03:07:58 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #230 on: January 31, 2012, 03:10:19 AM »
There you have it; the rewritten second post of the stunt list.

Unfortunately, there are still two stunts that I haven't dealt with yet. They really shouldn't have been blue, given that they need substantial rewrites.

Suggestions on how to improve them would be appreciated.

Offline Silverblaze

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Re: Cleaning Up The Stunt List
« Reply #231 on: January 31, 2012, 04:04:11 AM »
I've found in the game I am playing in that kick the bruise seems very abusable, espeically if allowed s a guns or weapons stunt.  The character who for a short time used the stunt is a fists character with supernatural strength.  We ruled it to be a little strong in our game.  Just one experience with the stunt however.  ymmv

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #232 on: January 31, 2012, 11:18:53 PM »
Really?

That was one stunt that I wasn't worried about at all.

Could you explain further? Because I have a hard time imagining how Kick The Bruise could be a problem.

Offline UmbraLux

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Re: Cleaning Up The Stunt List
« Reply #233 on: January 31, 2012, 11:35:31 PM »
Never used it so am not certain I have the same concerns as Silverblaze but, from reading it, it seems to double the value of every aspect used with the stunt.  Declaring something every round will get you +4 every hit...+2 from the aspect and +2 from the stunt.  As long as you're rolling the declaration it won't even cost a fate point. 

I'd suggest modifying it so the second use of the same aspect gets the bonus.  That seems to be what the flavor text is saying...hitting twice in the same spot. 
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Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #234 on: January 31, 2012, 11:49:49 PM »
That's not how it works. It affects consequences, not things that can be declared. And it gives +2 stress, not +2 to hit.

Offline UmbraLux

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Re: Cleaning Up The Stunt List
« Reply #235 on: February 01, 2012, 12:10:50 AM »
That's not how it works.
Ooops, misread it.   :-[

Quote
It affects consequences, not things that can be declared. And it gives +2 stress, not +2 to hit.
A bonus to stress is functionally increasing the weapon rating and increasing the resultant 'hit'.  (Hit being damage not swing.)

Reading it with consequences in mind, it looks like it simply steepens the death spiral.  While I'm not fond of that from a game point of view, I'm not sure it's over powered at all.
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Offline Silverblaze

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Re: Cleaning Up The Stunt List
« Reply #236 on: February 01, 2012, 03:36:16 AM »
In our game it speeds up bad guy death a lot.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #237 on: February 01, 2012, 05:38:52 AM »
More so than other +2 stress stunts?

Offline Silverblaze

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Re: Cleaning Up The Stunt List
« Reply #238 on: February 04, 2012, 08:03:43 PM »
More so than other +2 stress stunts?

Yes, because it works off of consequences that have already been applied, making the spiral seem faster.

Also, this game DFRPG needs a rule about stunt stacking.  "What stutns are allowed to add benefits to otehr stunts and rolls?"  In theory noting stops them from being added to +2 stress stunts of other types and supernatural strength powers.

Offline Tedronai

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Re: Cleaning Up The Stunt List
« Reply #239 on: February 04, 2012, 08:41:28 PM »
Even Chaotic Neutral individuals have to apologize sometimes. But at least we don't have to mean it.
Slough