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

Offline Mr. Death

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Re: Cleaning Up The Stunt List
« Reply #240 on: February 04, 2012, 09:13:12 PM »
Isn't speeding up badguy death sort of the point in taking a stunt that lets you do +2 stress?
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Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #241 on: February 05, 2012, 06:31:13 AM »
YS 147-148 says pretty explicitly that stunts never stack at full strength. Strength should stack with stunts at its full strength, though. That's part of the point.

I'd like to address the apparent problem with Kick The Bruise, but I'm not sure how to do so. I can't think of a good way to weaken it and I have trouble seeing how it could be stronger than a simple +2 stress with appropriate weapon stunt.

Offline polkaneverdies

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Re: Cleaning Up The Stunt List
« Reply #242 on: February 05, 2012, 04:22:41 PM »
It isn't stronger than others it just "seems" that way. It kicks in at a point in the fight where the bad guy has already been forced to take a consequence. Which means that he is already walking down the death spiral at an advanced clip.

In the example cited that caused the concern the pc had supernatural str.
That means that their roll without the stunt would have been:
  Skill +2(consequence tag) weapon 4
With it would only have been:
   Skill +2(consequence tag) weapon 6

The bad guy is going to die quickly either way because the pc is real good at slapping them around.
The pc could have spent the same 1 refresh to buy claws. Then every roll would be:
Skill weapon 6 and it wouldn't be restricted to only the times the enemies have consequences.

Offline ways and means

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Re: Cleaning Up The Stunt List
« Reply #243 on: February 05, 2012, 07:54:20 PM »
I could see it being broken if you interpreted it as a +2 to weapons for every consequence tagged but otherwise it is just a weak +2 stunt (weak because it only kicks in at the end of a fight). 
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Offline Tedronai

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Re: Cleaning Up The Stunt List
« Reply #244 on: February 05, 2012, 07:58:51 PM »
I could see it being broken if you interpreted it as a +2 to weapons for every consequence tagged

Even then, I'm not convinced it would be overpowered.  A given NPC will only have so many consequences, and by the time they have used more than one, the fight is already likely all but over.
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Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #245 on: February 06, 2012, 01:54:30 AM »
The board hivemind seems to think that Kick The Bruise is fine, so I guess I'll leave it as-is unless I hear some new reason that I should not.

Now, about the last two coloured stunts:

I'm planning to make Use Their Strength Against Them ignore Strength powers. And I'll remove its ability to boost Might. In exchange, it'll gain the ability to boost Fists blocks.

I'm planning to make Throws And Holds require a stunt that lets you grapple with Fists. In exchange, I plan to let people use full defence bonuses with it. And I'll specify that the grapple does not end when your skipped action comes around.

Does anyone object to these changes? Does anyone think that they don't go far enough?

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #246 on: February 17, 2012, 05:58:31 AM »
As always, silence counts as approval.

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.

becomes:

Use Their Strength Against Them: Excessive strength can be a disadvantage if your opponent knows how to exploit it. Add one to your Fists skill when using it to attack, defend against, or block the actions of a character whose Might skill is greater than your Fists skill.

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.

becomes:

Throws And Holds: (Requires Nasty Infighter) If you aren’t careful when attacking a wrestler, you’ll end up on the ground. On a successful close-combat defence with Fists, you may sacrifice your next action and invoke one of the attacker's aspects in order to turn that defence into an immediate grapple against the attacker with a strength equal to your defence roll. This grapple does not need to be renewed until you act again.

And here's Nasty Infighter:

Nasty Infighter: You practice judo or another grappling-based martial art. You may use your Fists skill for the Wrestling trapping of the Might skill.

If you want to complain, please do it now.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #247 on: February 18, 2012, 02:20:08 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 their 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. (A similar stunt could exist in Guns or in Weapons.)
Use Their Strength Against Them: Excessive strength can be a disadvantage if your opponent knows how to exploit it. Add one to your Fists skill when using it to attack, defend against, or block the actions of a character whose Might skill is greater than your Fists skill. (A similar stunt could exist in Weapons.)
Nasty Infighter: You practice judo or another grappling-based martial art. You may use your Fists skill for the Wrestling trapping of the Might skill.
Throws And Holds: (Requires Nasty Infighter) If you aren’t careful when attacking a wrestler, you’ll end up on the ground. On a successful close-combat defence with Fists, you may sacrifice your next action and invoke one of the attacker's aspects in order to turn that defence into an immediate grapple against the attacker with a strength equal to your defence roll. This grapple does not need to be renewed until you act again.
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. (A similar stunt could exist in Guns or in Weapons.)
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. (A similar stunt could exist in Guns or in Weapons.)
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. (A similar stunt could exist in Guns or in Weapons.)
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. (A similar stunt could exist in Guns or in Weapons.)*
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. (A similar stunt could exist in Guns or in Weapons.)*
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. (A similar stunt could exist in Guns or in Weapons.)
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. (A similar stunt could exist in Guns or in Weapons.)
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. (A similar stunt could exist in Guns or in Weapons.)
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, 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. (A similar stunt could exist in Weapons or in Guns.)

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 attacks that you make with the Guns skill inflict two additional stress to mundane animals. (A similar stunt could exist in Fists or in Weapons.)
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. (A similar stunt could exist in Fists or in Weapons.)
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, and to make Declarations related to the modifications that you've made to your firearms. Add one 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. (A similar stunt could exist in Weapons.)
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.

Intimidation:

Scare 'em Straight: You are 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 to make attacks 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: February 19, 2012, 08:52:01 PM by Sanctaphrax »

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #248 on: February 18, 2012, 02:21:58 AM »
Another post up. Yay.

Made a few non-trivial edits here.

1. Give As Good As I Get no longer requires the attacker to be in the same zone.

2. Talking With Guns has been subsumed into Talking With Your Fists.

3. Killer Of Animals can now be used with bows.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #249 on: February 18, 2012, 04:20:36 AM »
Now for the third post.

Should be easy, since it's just one skill and all of the stunts are black or blue.

I'm just going to post the final version right away.

Investigation:

Improved Psychometry: Your investigative skills are geared more to the magical than to the mundane. Add two to your Investigation skill when using it with the Psychometry power.*
Supernatural Detective: You specialize in the sort of cases that most cops don’t even believe in. Add two to your Investigation skill when investigating magic.
Ask Around: Asking the right questions is a big part of being a good investigator. Use your Investigation skill for the Gathering Information trapping of Contacts.
Real Detectives Improvise: Most people need a number of skills to investigate properly, but you seem to do alright without them. Whenever you use a skill to investigate something or someone, you may spend a Fate Point to use your Investigation skill instead of that skill. For example, you could spend a fate point to use your Investigation skill instead of your Empathy skill when analysing suspects in conversation.
Make Them Slip Up: (Requires Real Detectives Improvise) You are adept at angering your suspects just enough to make them say something they wouldn't have normally. Use your Investigation skill for the Provocation trapping of Intimidation.
Little Lies: (Requires Real Detectives Improvise) Those who seek the truth tend to lie a lot. Sad but true. Use your Investigation skill for the Falsehood And Deception trapping of Deceit.
It’s Part Of The Job: (Requires Real Detectives Improvise) Sometimes looking like someones else is just part of a detective's job. You may use your Investigation skill for the Disguise trapping of Deceit.
Look Behind You…: (Requires Real Detectives Improvise) Following a suspect is easy; doing it without their knowledge is the trick, and you've got that trick down. Use your Investigation skill for the Shadowing trapping of Stealth.
I Will Find Out What I Want To Know: There's not much point being able to get information from a crime scene if you can't get information from a person. Use your Investigation skill for the Interrogation trapping of Intimidation.
Never Miss A Beat: You are a seasoned investigator, and your keen eye alerts you to danger. Use your Investigation skill instead of your Alertness skill to avoid surprise.
Reading Suspects: Part of being a good detective is knowing whodunit long before anything can be proved. You may use your Investigation skill instead of your Empathy skill when you have at least one piece of evidence indicating that your target is a criminal.
Investigative Reporter: Your writing style depends more upon good research than anything else. You may use your Investigation skill instead of your Performance skill for journalism.
Excellent Journalist: (Requires Investigative Reporter) It’s not complicated: you’re just a good journalist. Add two to your Investigation skill when using it to replace your Performance skill.
Specialized Detective: You might not be the most versatile investigator, but you’re good at what you do. Pick a topic. Add two to your Investigation skill when investigating that topic.

Please let out any complaints that you may have.

Offline Tedronai

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Re: Cleaning Up The Stunt List
« Reply #250 on: February 18, 2012, 03:39:12 PM »
Might it be possible to at the very least indicate where the changes were made?
Bold the changed text, or something?
It's hard enough making the comparison without having the original versions displayed conveniently.
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Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #251 on: February 19, 2012, 02:07:22 AM »
It's too late to track changes properly, but I can at least post the original version.

Investigation:

Improved Psychometry: Your investigative skills are geared more to the magical than to the mundane. Increase your investigation skill by 2 when using it for the Psychometry power.
Supernatural Detective: You specialize in the sort of cases that most cops don’t even believe in. Add two to your Investigation skill when investigating magic.
Ask Around: Asking the right questions is a big part of being a good investigator. Use your Investigation skill for the Gathering Information trapping of Contacts.
Real Detectives Improvise: Most people need a number of skills to investigate properly, but you seem to do alright without them. When using a skill to investigate something or someone, you may spend a fate point to use your Investigation skill instead. For example, you could spend a fate point to use Investigation instead of Empathy when analysing suspects in conversation.
Make Them Slip Up: (Requires Real Detectives Improvise) You are adept at angering your suspects just enough to make them say something they wouldn't have normally. Use your Investigation skill for the Provocation trapping of Intimidation.
Little Lies: (Requires Real Detectives Improvise) Those who seek the truth tend to lie a lot. Sad but true. Use your Investigation skill for the Falsehood And Deception trapping of Deceit.
It’s Part Of The Job: (Requires Real Detectives Improvise) Sometimes looking like someones else is just part of a detective's job. You may use your Investigation skill for the Disguise trapping of Deceit.
Look Behind You…: (Requires Real Detectives Improvise) Following a suspect is easy; doing it without their knowledge is the trick, and you've got that trick down. Use your Investigation skill for the Shadowing trapping of Stealth.
I Will Find Out What I Want To Know: There's not much point being able to get information from a crime scene if you can't get information from a person. Use your Investigation skill for the Interrogation trapping of Intimidation.
Never Miss A Beat: You are a seasoned investigator, and your keen eye alerts you to danger. Use your Investigation skill instead of your Alertness skill to avoid surprise.
Reading Suspects: Part of being a good detective is knowing whodunit long before anything can be proved. You may use your Investigation skill instead of your Empathy skill when you have at least one piece of evidence indicating that your target is a criminal.
Investigative Reporter: Your writing style depends more upon good research than anything else. You may use your Investigation skill instead of your Performance skill for journalism.
Excellent Journalist: It’s not complicated: you’re just a good journalist. Add two to your Investigation skill when using it to replace your Performance skill.
Specialized Detective: You might not be the most versatile investigator, but you’re good at what you do. Pick a topic. Add two to your Investigation skill when investigating that topic.

This round of changes was honestly really trivial, hence me not bothering with proper tracking. I basically just messed with the wording a little, added a *, and inserted a missing prereq.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #252 on: February 19, 2012, 05:42:46 AM »
I feel like writing right now, so I'm going to get started on the fourth post.

Lore:

Realistic Conjuration: You are a master of conjuration, and the objects you create are far more detailed than normal. Add 2 to the difficulty of any attempts to notice that the objects you create through conjuration are not real.
Improved Ward Creation: You know a few shortcuts when it comes to ward creation. Choose one of the optional improvements that can be applied to a ward. Reduce the cost to apply that improvement to wards you create by 2.
Transparent Veils: You have a knack for making a good veil. Veils you create do not impede outward visibility at all.
Lasting Portals: The portals you create are solid and durable. You may increase the duration of portals you create by two steps without increasing the complexity of the spell.
Favoured Enemy: You've studied how to kill certain magical creatures. Choose a type of supernatural being. All of your physical attacks inflict 2 additional stress to that type of being.
Blindingly Fast Change: You are able to shift forms in the blink of an eye – so fast that opponents are caught unprepared. You may shift forms (using the Beast Change or True Shapeshifting powers) without spending a supplemental action to do so. Once per scene, when shifting forms, you may spend a fate point to get +3 on your next attack roll.
I Know Fairies: Your knowledge of the supernatural includes personal familiarity with the fey. You may use your Lore skill instead of your Contacts skill when dealing with the fey.
A Potion For Everything: You always have exactly the right potion for any situation. Add two to your Lore skill when using it to declare that you have a certain potion.
Occult Crafts: There are some things you just don’t learn to build in shop class. Choose a type of item that has some connection to the occult, like shrunken heads or voodoo dolls. You may use your Lore skill to create or repair items of that type.
Occult Ceremonies: Is there really that much difference between a séance and a play? Pick a type of ceremony. You may use your Lore skill instead of your Performance skill to perform that type of ceremony.
Improved Supernatural Senses: Your occult senses are sharp. That’s all there is to it. Add two to your Lore skill when using it with your Supernatural Sense power.
A Loremaster Must Have A Library: You didn’t become the walking library that you are today without owning a real one. Base the quality of your occult library on your Lore skill rather than your Resources skill.
Applied Knowledge: You can always come up with some little fact that gives you an advantage. Add two to your Lore skill when using it for the occult equivalent of the Declaring Minor Details trapping of Scholarship.
Thaumaturge: Thaumaturgy is about knowledge, more than anything else. And you have that knowledge. Add two to your Lore skill when using it to make declarations as part of thaumaturgy preparation.

Might:

Heavy Object Swing: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as melee weapons.
Heavy Object Throw: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as throwing weapons.

Clever Wrestling: You've wrestled against incredibly strong things before and you know how to handle it. When in a grapple with something that has a strength power, halve their power bonus to might and round down.
Power Over Finesse: Your unarmed attacks rely on brute strength rather than on clever technique. Use Might to Attack unarmed.
Chain-Grab: It takes a lot of skill, but it is possible to wrestle two people at once. You may use the rules for spray attacks when grappling.

Master Grappler: (Requires Wrestler) As a result of long training, some actions in a grapple have become instinctive to you. Pick one of the supplemental actions that you may take while grappling. You suffer no penalty for taking that action in a grapple.
Built Like An Ox: You are a solid block of muscle, and that lets you take a lot of punishment. Use your Might skill to determine the length of your physical stress track.

Performance:

Artist: You are an artist, obviously. Pick a genre and a medium. You get a +1 bonus to Performance that for each.
The Complete Performer: An artist needs skills beyond just making art if he wants to be great. Fortunately, you have them. Add two to any skill being used to modify Performance.

Spellsinger: Music is magic, at least for you. You may use your Performance skill for spellcasting control.
Song Of Emotion: Your art has a real impact on the emotions of those who hear it. You may use your Performance skill for the Incite Emotion power.

Playing To Expectations: Being a good actor requires being a good liar. You may use Performance, rather than Deceit, for the Falsehood & Deception trapping.
Jester: You are a comedian. +2 to Performance when using it to make jokes and generally be funny.

Mixed Drinks: Some people paint paintings. Some people carve sculptures. You mix cocktails. Add two to your Performance skill when using it to make alcoholic drinks.
Target Audience: You know your audience. Pick a type of being. When playing to beings of that type, add two to your Performance skill.
Cult Following: (Requires Target Audience) You’ve got the kind of fans that most artists would kill for, and that some are killed by. When dealing with beings within your target audience, you may substitute your Performance skill for your Contacts skill.
Method Actor: A good actor can slip into his role so completely that his original self is consumed. Pick a type of being. You may use your Performance skill instead of your Deceit skill to impersonate that type of being. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
Acting Scary: (Requires Method Actor) Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, you may substitute your Performance skill for your Intimidation skill.
Favourite Subject Matter: You know one subject and you know it really well. Pick a topic. When producing art that pertains to that topic, add two to your Performance skill.
Building Upon The Mood: You know how to use the local ambience to maximum effect.  Any non-attack roll that you make in which an aspect that you created with your Performance skill is tagged or invoked gets a +2 bonus.
Artistic Spirit: You might not actually be much of an artist, but you could have been a great one if your life had gone differently. Your Performance skill is considered to be Fantastic whenever it would complement, restrict, or otherwise modify another skill.

Presence:

Famous: You are very well known. Increase your Presence skill by 2 when using it to determine your reputation.
In Control: People instinctively wait for you to say your piece. You may use Presence instead of Empathy to determine social initiative.
Encouraging Leadership: People feel braver with your support. When leading a group in a social situation you may have your Presence skill complement that of your group.
Authority Figure: You are in charge. Add two to your Presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).
Force Of Personality: Force of will and force of personality aren't really all that different. Use your Presence skill to determine your mental stress track.

Excellent Speaker: Public speaking is an everyday thing to you. Increase whatever skill you use to make speeches by one and don't reduce it if your Performance skill is lower.
Trainer Of The Unit: You can control people better because you trained them. Increase all social skills by two when using them on a character with the Trained As A Unit stunt. This bonus stacks with the one provided by Trained As A Unit.

Stubborn: You don’t give up on an argument easily. You may take 1 additional mild social consequence.
Spin Doctor: You are an expert in social damage control. You may take 2 additional mild social consequences as long as you have an audience.
Pretty Fly For A Dead Guy: It’s not easy to pull of the “decomposing carcass” look, but you manage it somehow. Ignore two shifts worth of social penalties from Living Dead.
Regal Attitude: You understand how to be powerful, which is much more difficult than it sounds. As long as you are in a position of obvious power, add one to your Presence and Intimidation skills.

The Opinions Of Your Sort Are Irrelevant to Me: You just don’t really care about what certain beings have to say. Pick a type of being. You have armour: 1 against social attacks from that type of being.
Respect The Power: You have an inherent advantage in social conflict because of your personal power. When dealing with people who have exceptional reason to respect your authority (like cult members for a cult leader or bureaucrats for a politician) add one to all of your social skills.
Protected By Prejudice: The preconceptions of others make it difficult for them to act against you socially. Choose a common (but not universal) prejudice, like “the elderly should be treated with respect”. As long as that prejudice applies, you have armour 1 against all social attacks. This bonus stacks with other sources of social armour.
Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add one to all of your social skills when at work.
Social Weaponry: The right gear can make a lousy point seem brilliant. Pick an item and a social skill. As long as you possess that item, all social attack that use that skill inflict two additional stress. Don't pick a pair that makes no sense, please.
Welcome To My World: In your domain, you are more confident and people treat you better. Pick a place. Add one to all of your social skills when in that place.
Bolstered Presence: A person with some minions is always more powerful-seeming than someone with none. Add two to your Presence skill as long as you have some subordinates around.

Presence Of The Alpha: You look exactly the way an alpha male should. Add two to your Presence skill when using your physical appearance to impress people.
Animal Magnetism: Your natural charisma and confidence carry over to the animal kingdom. You may use your Presence skill for the Animal Handling trapping of Survival.
Minions, Attack!: (Requires Minions) You might not be good at fighting people, but you sure know how to point at a target. This stunt allows you to treat your minions as weapons rather than as independent characters. Minions are wielded with the Presence skill. The weapon rating, range, and other traits of a group of minions depends on their numbers, quality, and equipment.[/b]
Minions, Defend! (Requires Minions, Attack!) Your loyal minions defend you capably. As long as you have minions present, you may use your Presence skill to defend against physical attacks.
Coordinated Attack (Requires Minions, Attack!) Your expert leadership helps your minions hit their targets. Add one to your Presence skill when using it to attack with your minions.
Morale Boost (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions.
Human Wall (Requires Minions, Defend!) As long as your minions are around, you're safe. Even in the center of a battlefield. Add two to your Presence skill when using it to defend against physical attacks.
I Do What I Want: You don't take no orders from nobody. You have social armour 1 against social attacks phrased as commands.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Presence. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Presence skill.

Rapport:

Blank Face: Your facial expression doesn't reveal anything. Increase your Rapport skill by 2 when using it to defend against an Empathy "read".
Everybody's Buddy: People like you. Use Rapport instead of Contacts for the Knowing People or Gather Information trappings.

Poker Face: You are an absolute master of politely revealing nothing. When Closing Down, your intentions aren't obvious until your opponent beats your Rapport.
Good Cop: Kindness is more effective when given a basis for comparison. When working together with someone who has the Bad Cop stunt, add two to your Rapport skill.
My Crowd Likes Me: You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Increase your Rapport skill by two when dealing with that type of being.
Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when there's money at stake.

Suave: You are gifted at talking your way past people – you may use Rapport for the Brush-Off trapping instead of Intimidation. Rapport-based Brush-Off attempts give the target with more of a "starstruck" attitude than "intimidated."
Redirected Conversation: You argue the way a judoka fights. When you successfully defend against a social attack with Rapport, you may sacrifice your next action to place a temporary aspect on the attacker.
Pitiful: Man, I feel sorry for you. Add two to your Rapport skill when making maneuvers to create aspects based off of pity.
Interviewer: You have been trained to ask effective questions. Add two to your Rapport skill when using it to extract information.

Resources:

Wealth Beyond Imagination: You're not just wealthy, you're RICH. Add two to your Resources skill when using it to buy things that an ordinary person would consider too expensive to buy.
Licenses for Everything: You have a licence, real or fake, to own everything under the sun. If the difficulty of the Resources roll made to acquire something would be increased due to legal restrictions you may ignore up to 2 shifts worth of increased difficulty.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. If the difficulty of the Resources roll made to acquire something would be increased due to item rarity you may ignore up to 2 shifts worth of increased difficulty.

Prized Possession: You own something well above your income level. You may select a single item with a value up to your Resources skill +2 and add it to your starting gear.
Access Pass: You have access to excellent scientific facilities as part of your job. You can use, but do not own, a library and workspace of Superb quality.
My Wallet Has A Lot To Say: You know how to use your money socially. Add two to your Resources skill when using the Money Talks trapping.
Professional Gambler: Your funds at a given time are determined by chance more than anything else. Whenever you roll Resources, flip a coin. If heads, add two to your roll.
Arsenal: You have access to an impressive supply of weaponry. Resources checks made to obtain weaponry get a two shift bonus.
Improved Arsenal: (Requires Arsenal) You have access to an armoury better than that of some national armies. Ignore all legal restrictions when purchasing weaponry.
Money Talks: For some bizarre reason, everyone wants to talk to the guy who hands out money. Use Resources instead of Contacts for Gathering Information.
Treasure: Your resources are rather old-fashioned: where most people have stocks and bonds, you have gold and jewels. Add two to your Resources skill when using it to buy or already own gold, jewels, and other such things.
Sponsored Resources: You have a powerful patron who will sometimes let you borrow money and goods. When you take this stunt, select an entity or organization of great wealth to be your sponsor. Once per session, you may add four to your Resources skill for a single roll as long as that roll somehow benefits the agenda of your sponsor. If you do, you take a point of sponsor debt as if you had used Sponsored Magic.
Glitterati: Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #253 on: February 19, 2012, 07:29:00 AM »
Let's start with the purple Lore, Might, and Performance stunts.

Favoured Enemy: You've studied how to kill certain magical creatures. Choose a type of supernatural being. All of your physical attacks inflict 2 additional stress to that type of being.

This should only boost one skill, not all of them. Gonna make it a Guns stunt. New text:

Favoured Enemy: You've studied how to kill certain magical creatures. Choose a type of supernatural being. All attacks that you make with your Guns skill inflict two additional stress to that type of being. (A similar stunt could exist in Fists or in Weapons.)

Clever Wrestling: You've wrestled against incredibly strong things before and you know how to handle it. When in a grapple with something that has a strength power, halve their power bonus to might and round down.

As discussed before, I'm changing this to:

Clever Wrestling: You aren't easy to hold down. Treat all grapples that are made against you as though their strength was two shifts lower.

Building Upon The Mood: You know how to use the local ambience to maximum effect.  Any non-attack roll that you make in which an aspect that you created with your Performance skill is tagged or invoked gets a +2 bonus.

Instead of boosting any skill when using a Performance aspect, this ought to boost Performance when using any scene aspect. New version:

Building Upon The Mood: You know how to use the local ambience to maximum effect.  Add two to your Performance skill when tagging or invoking a scene aspect to boost a Performance roll.

Oh, and in other news, I forgot a planned edit to Way Of The Gun. Will make said edit later.

Offline Sanctaphrax

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Re: Cleaning Up The Stunt List
« Reply #254 on: February 19, 2012, 08:52:07 PM »
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.

As per Selrach's suggestion, this becomes:

Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms, and to make Declarations related to the modifications that you've made to your firearms. Add one to the stress inflicted by each attack you make with a gun that you either made or modified heavily.