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The Dresden Files => DFRPG => Topic started by: Sanctaphrax on September 19, 2010, 07:07:46 PM

Title: Homebrew Stunts
Post by: Sanctaphrax on September 19, 2010, 07:07:46 PM
The core book recommends that players come up with their own stunts. This is good advice, since stunts are a big part of what makes each character unique. Still, coming up with stunts for every main and supporting NPC is a fair bit of work. A list of premade stunts can save a lot of effort. Besides, sometimes a single stunt can inspire an entire character. And so I ask you, good people of the forum, to post the home-made stunts that you use in your games to this thread.

This is the master list of homebrew stunts, for those who don't want to look through the entire thread: http://www.jimbutcheronline.com/bb/index.php/topic,21952.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,21952.0.html)

The page behind the above link contains the work of me, Tbora, blankshield, admiralducksauce, Tsunami, Dumbledresden, HobbitGuy1420, and too many others to list here. I'd like to thank furashgf for compiling a full list of stunts, canon and otherwise, and sending it to me.

For those who want a copy of the stunt list on their own computer, there is an automatically-updating publicly available word document behind the following link:

http://dl.dropbox.com/u/43356063/DFRPG%20stunts%20%28sorted%29.docx (http://dl.dropbox.com/u/43356063/DFRPG%20stunts%20%28sorted%29.docx)
Title: Re: Homebrew Stunts
Post by: blankshield on September 20, 2010, 04:53:07 PM
Contacts:
My buddy has one of those... - You may use contacts instead of resources for equipment purchases.  Anything acquired this way comes with the aspect "Not actually mine."
Title: Re: Homebrew Stunts
Post by: HobbitGuy1420 on September 23, 2010, 01:03:26 AM
Just thought of one for my character.  Input on it?

Deceit:

It's Just Creative Lying: You may use Deceit, rather than Performance, for the Playing to an Audience trapping, but only when acting. 

Alternately, its inverse could be appropriate: 

Playing to expectations: You may use Performance, rather than Deceit, for the Falsehood & Deception trapping.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 24, 2010, 12:11:47 AM
Stunts look fine, HobbitGuy1420. Performance isn't going to break the game anytime soon. In fact, you could probably make them more powerful without any real problems.

Endurance:

Spell Resistance: Your body rejects the effects of magic more effectively than most. You have a natural armour score of 1 against magic which stacks with everything.

Lore:

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.

Survival:

Urban Survivalist: You prefer the concrete jungle to the leafy one. You may use all trappings of the survival skill with a +1 bonus while in an urban environment.
Title: Re: Homebrew Stunts
Post by: deathwombat on September 24, 2010, 01:53:28 AM
I like them!
Title: Re: Homebrew Stunts
Post by: FangGrip on September 24, 2010, 01:04:31 PM
Endurance:

Spell Resistance: Your body rejects the effects of magic more effectively than most. You have a natural armour score of 1 against magic which stacks with everything.

Shouldn't there be a reminder that this stunt cannot reduce the minimum stress inflicted by evocation below one?
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 24, 2010, 08:48:27 PM
Sorry FangGrip, I seem to have been unclear. The stunt doesn't work against the stress incurred casting a spell. It's meant to protect you from evocation attacks.

Athletics:

Reading the Line of Fire: You can tell where the bullets will go before the trigger is pulled. Increase your athletics skill by 2 when using it to dodge gunfire.

Endurance:

Backlash Absorber: You can take a lot of self-inflicted magical punishment. Choose one: either you may take two additional mild physical or mental consequences when facing magical backlash or you have a natural armor score of 1 against magical backlash.

Inexhaustible Power: You always have a bit more juice to draw upon. You may take two additional mild mental or physical conseqeunces when facing the stress incurred from using evocation.

Presence:

In Control: People instictively wait for you to say your piece. You may use presence instead of empathy to determine social initiative.

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".

Weapons:

Twist the Knife: You know how to exploit the wounds of your opponents. When tagging or invoking another character's consequences in a physical conflict, add 1 to your attack roll.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 29, 2010, 03:31:14 AM
Guns:

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.

Survival:

Supernatural Survivalism: You've spent time in the Nevernever and have a pretty good idea of how to survive there. Add 2 to your survival skill when using it in the Nevernever.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 03, 2010, 03:47:48 AM
Endurance:

Fireproof: You are incredibly resistant to fire and extreme heat in general. You have a natural armour score of 2 against fire.

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 2 to your intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).

Might:

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.

Presence:

Encouraging Leadership: People feel braver with your support. When leading a group in a social situation you may have your presence complement that of your group.

Weapons:

Parry Everything: You can deflect bullets with a sword, or at least use your skill to make yourself harder to hit. You may use your weapons skill to defend against all physical attacks.
Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with weapons ignore 2 points of armour rating.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 03, 2010, 07:51:20 PM
This thread has plenty of views but few replies. I can't be the only one with stunts to share. C'mon people, let's see what you got.

Conviction:

Strength in the Most Desperate Hour: Your faith is always strongest in times of desperate need. When using the desperate hour trapping of the Righteousness power, your attack with conviction is weapon: 2.

Discipline:

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.

Resources:

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.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 04, 2010, 09:55:17 PM
Well, I just made a stunt-heavy character for the DFRPG The Musical thread. It got me thinking about weapons stunts, so I came up with a few new ones.

Weapons:

Futuristic Weapons Proficiency: You're either from the future or very up to date about weapons technology. Increase your weapons skill by one when dealing with cutting-edge prototype weapons or weapons from the future.

Mounted Combat: You know how to fight from atop a horse. Add one to your weapons skill while riding an animal.

Weapon Focus: You've trained to use a specific type of weapon. Choose a type of weapon. Add one to your weapons skill while weilding that type of weapon.

Weapon Specialization: You know how to attack effectively with a specific type of weapon. Choose a type of weapon. Your attacks with that type of weapon inflict two additional stress.

Power Attack: You put all your strength into an attack, increasing power at the expense of precision. You may take a -1 penalty to an attack roll before rolling to increase the stress inflicted by that attack by 3.

Shield Carrier: You know how to use a shield. Add one to your physical armour score as long as you are carrying a shield.

    Phalanx Fighting: (Requires Shield Carrier) You know how to use a shield in a formation. Whenever you take a full defense action while carrying a shield, you may select two other characters in the same zone as you who have this stunt. Increase each of their physical armour scores by one until your next turn.

        Excellent Formation: (Requires Phalanx Fighting) You have been extensively trained to fight as a unit with your fellow soldiers. Whenever you use Phalanx Fighting, you may select an additional two characters in your zone who have this stunt. Those characters may use your defense and physical armour scores in place of their own until your next action.
 
Quick Draw: You can draw and use a weapon in a single motion. You take no penalty when drawing a weapon as a supplemental action (page YS:213); if you're in a race to see who draws first, or anything else having to do with your speed or ability to draw, gain a +1 on the roll.

    Iaijutsu: You are trained in iaijutsu, the art of drawing a sword. The first attack you make with a sword each scene gets a +1 bonus to hit and inflicts two additional stress.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 06, 2010, 02:53:48 AM
Just here to add some stunts from the Generic NPC thread.

Fists:

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.

Presence:

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).

Resources:

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 when using the Money Talks trapping.

Scholarship:
Professional Teacher: You not only know things, you know how to teach them. Choose Scholarship or any social skill. You may use that skill to teach.
Quick Diagnosis: You've been a doctor long enough that making diagnoses is routine. You may make medical assessments two time increments faster.

Survival:

Professional Panhandler: You live off the proceeds of your begging career. As a result, you've gotten good at begging. You may use your survival skill to beg.
Title: Re: Homebrew Stunts
Post by: Janus Node on October 06, 2010, 06:51:29 PM
Here's a few of the stunts I came up with for my monster hunter character


"I Ain't Got Time to Bleed" - Two extra physical consiquence slots.
"Sneak Attack!" - +2 Shift to attacks made from Cover/Surprise
"Uncommon Prey" - Make declarations about non-sentient supernaturals creatures with Survival.
"Come With Me if You Want to Live" - Spend Fate Point; +2 Shift when using Presence to make a declare on another character in a crisis situation.
"That Ain't a Knife…" - +2 Shift to Intimidate roll when weilding a Melee Weapon

I'm also working on a stunt that allows for makeshift weapons similar to horror/zombie movies.  I call it "This is my Boomstick", and it's supposed to be fueled by Fate spending and I'm trying to balance out a few factors still.  If there are any thoughts, I'd love to hear them.  (Think Army of Darkness, Phantasm, and your favorite over-the-top sort of movies)
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 08, 2010, 03:38:22 AM
I'm afraid that I'm not too familiar with over the top movies. Haven't seen Army of Darkness or Phantasm. So I'm not really sure what you are looking for. Sorry.

As for your other stunts, Uncommon Prey and That Ain't A Knife... look good. Come With Me If You Want To Live seems underpowered, as you could spend a fate point for a +2 bonus anyway. Sneak Attack is interesting but possibly too powerful, as stunts are generally not supposed to give +2 to an attack. I don't think it will be a problem, but by a strict intepretation of the stunt-making guidelines it ought to be either +1 to hit or +2 stress. Finally, I Ain't Got Time To Bleed is just too strong. It's twice as good as the canon stunt No Pain No Gain in every way.

Expect full writeups of the stunts of the military generic NPCs soon.

Discipline:

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. 
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 09, 2010, 03:19:21 AM
Well, I've been making a lot of characters lately and many of those characters have had homebrew stunts. I decided that I really ought to post them here in more detail, so here they are.

Alertness:

Attention!: You have been trained to follow orders instantly in combat. When in a physical conflict, you may replace your initiative with that of a friendly character with this stunt.

Contacts:

Chain of Command: You are a soldier, and other soldiers answer to you. Add two to your Contacts skill when using it to deal with other soldiers.
The Boss: People do what you say. Add a new trapping to contacts, called Employment. You may use this trapping to find obedient subordinates in a particular category, chosen when you take this stunt.
   Minions: (Requires The Boss) You have some loyal henchmen. You may use your Contacts to declare that they are present at any time, with a difficulty determined by the situation and the quality of your henchmen.

Deceit:

Impenetrable Bluff: You can bluff like a poker pro. Maybe you are a poker pro. Increase your Deceit skill by two when using it to bluff.

Discipline:

Trained As A Unit: You have been extensively trained to work together with others. Increase any skill used to work together with other characters who have this stunt by two.

Guns:

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.

Presence:

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.

Resources:

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.

Scholarship:

Gamer: You are very good at playing games. Whenever you use a skill to play a game, increase it by one.

Stealth:

Sneak Attack: You prefer to attack by surprise. When preparing or carrying out an ambush, add two to your Stealth skill.
Title: Re: Homebrew Stunts
Post by: admiralducksauce on October 13, 2010, 01:21:05 AM
I don't have a list like Sanctaphrax, but I've got an idea here and there, starting with Guns:

Empty Mag Empty Room: Your speed and marksmanship are so great that you can make Spray attacks with semiautomatic weapons.  Just as if you were using an automatic weapon, you must split your attacks into minimum shifts of +1 or better.  Using Empty Mag Empty Room will empty your weapon's magazine, and you must have at least one round per target affected for this stunt to have any rational chance of happening.

This is for the Martin Riggs and John McLanes and Chow Yun-Fats out there, the guys who can get the same wall of lead with a little Beretta that it'd take a normal guy with an MP-5.
Title: Re: Homebrew Stunts
Post by: admiralducksauce on October 14, 2010, 01:02:42 PM
Here's another two, for Stealth:

Silent but Deadly: You may use Stealth +1 instead of your normal attack skill when striking from ambush.

(Striking from ambush seems to be such a limited occasion, and usable really only once a scene, that I figured a +1 was fine in addition to swapping the trappings)

Deadly Shadows: When tagging or invoking an Aspect that would conceivably help your Stealth, you may use Stealth instead of the normal attack skill to attack and defend for that exchange.

Personally, I like Deadly Shadows better and feel it can cover Silent but Deadly's territory just fine, although SBD is a little less complicated but maybe more narrowly powerful.  I see Deadly Shadows as a way to drive players into maneuvering for Stealth-related tags during fights, and that kind of ongoing incentive to engage with the FATE system appeals to me more than a simple situational bonus from SBD.

Traceless: The difficulty to track your movements is 2 shifts higher.
Title: Re: Homebrew Stunts
Post by: admiralducksauce on October 15, 2010, 03:45:01 AM
Had some more ideas!

Survival:
They're In the Trees: Roll Survival instead of Stealth for setting ambushes and traps outdoors
Without A Trace: Use Survival instead of Stealth when Hiding in the wilderness
(maybe these could be combined into one)

Resources:
Money Talks: Use Resources instead of Contacts for Gathering Information

Rapport:
Everybody's Buddy: Use Rapport instead of Contacts for the Knowing People or Gather Information trappings
Poker Face: When Closing Down, your intentions aren't obvious until your opponent beats your Rapport

Presence:
Spin Doctor: You may take 2 additional mild social consequences
Title: Re: Homebrew Stunts
Post by: HobbitGuy1420 on October 15, 2010, 03:56:53 AM
far as I know, Stunts can only offer one additional consequence per stunt, so Spin Doctor would be limited to 1 consequence.  otherwise, they seem OK to me
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 15, 2010, 04:00:27 AM
Athletics:

Sportsman: Sports are your life. Pick a sport. You may use Athletics with a +2 bonus to play that sport.
Ball Toss: Throwing a basketball isn't very different from throwing a knife. Use Athletics to wield thrown weapons. You do not get any bonus from speed powers for these attacks.

Contacts:

Absolute Authority: You are good at being in charge. Add two to your Contacts skill as long as you are in a position of authority over those you intend to contact.

Conviction:

Sermonize: Your speeches are more about passion than presentation. You may use Conviction, unmodified by performance, to speak publicly or to convince someone on a point of morality.

Deceit:

Salesmanship: You know how to sell stuff. Choose Rapport or Deceit. Add two to that skill when using it to sell something.
Data Manipulation: It's easy to fool someone when you have graphs to back you up. Add two to your Deceit skill when you have statistics to back up your lies.
Con Man: You make a living off of lies. Add two to your Deceit skill when using it to get someone to give you money.
Feint: They think thought they had you, but they thought wrong. You may use Deceit to dodge physical attacks.

Discipline:

Disciplined Body: Your body moves because your mind tells it to. Use Discipline to determine the length of your physical stress track.

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.

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.

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.

Guns:

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.
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.

Might:

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

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.

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.

Scholarship:

Cracker: Using a computer and hacking one are pretty much the same thing. You may use your Scholarship skill to defeat computerized security.
Programmer: You know how to code. You may use Scholarship to create computer programs.
Experimenter: You have the training to perform original research, while most just read about the research of others. You may use your Scholarship skill to carry out experiments andd surveys.
Studies: Your education blurs the boundaries between the magical and mundane. Pick a subject (eg. fortune-telling). Add one to all Lore and Scholarship rolls relating to that subject.

Survival:

Outdoorsman: Your extensive field experience helps you operate in the wild. You may have your Survival skill complement your Stealth and Investigation skills as long as you are in the wilderness.
Rider: You could play a game of poker in the saddle if you wanted to. Add two to your Survival skill when using it to ride.

Weapons:

Lasso: You may make maneuvers and attempt grapples with a lasso. A lasso has a range of one zone and is controlled with the Weapons skill.
Title: Re: Homebrew Stunts
Post by: admiralducksauce on October 15, 2010, 01:23:40 PM
far as I know, Stunts can only offer one additional consequence per stunt, so Spin Doctor would be limited to 1 consequence.  otherwise, they seem OK to me

Hmm, maybe so.  In the book though it says a stunt can provide one or two 2-shift expendable effects, which to me says "mild consequences".  I'm okay with letting a stunt give 2 mild social consquences but maybe not physical consequences though.  The specifics aren't actually so important, though - have it give 1 mild if you like.

Sanctaphrax, I like Ball Toss a lot, as well as Sermonize.  For Outdoorsman, though, I'd probably let a player normally use Survival to modify Stealth or Investigation outdoors if they brought it up.  Perhaps let the stunt treat Survival as 2 higher when modifying Stealth and Investigation?
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 15, 2010, 11:08:27 PM
Hello Mr ducksauce, and thank you for your input.

You have a point about Outdoorsman. I might also allow the Survival skill to modify Stealth or Investigation, but I wanted another Survival stunt for the Hunter generic NPC and I was having trouble thinking of one. Your rewrite of Outdoorsman is reasonable, but looks pretty weak in comparison to stunts like Tireless and Supreme Concentration.

As for your list of stunts (you totally do have a list):

Everybody's Buddy, Money Talks, and Poker Face look great. I might just steal them.

They're In The Trees and Without A Trace should probably be merged.

I like the ideas behind Empty Mag Empty Room, Spin Doctor, and the Stealth attack stunts, but I think you ought to alter the mechanics behind them.

Peforming spray attacks with any firearm as a stunt is in Our World already. (It's called Blaze Away). Personally, I think that Empty Mag Empty Room would work well as an upgrade to Blaze Away. Something like this:

Empty Mag Empty Room (Guns): (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.

HobbitGuy is right about Spin Doctor: stunts can only provide two mild consequences if they are restricted in the situations that they can be used in. Perhaps Spin Doctor only works against attempts to make you look bad to others?

I'm not really sure how to make the Stealth attack stunts work. Dodging with stealth could be a stunt with no special rules, but I'm not sure how to justify using Stealth for attacking.

Finally: I'm thinking of compiling everyting in a big list on the first post and sending that list to the DFRPG Fan Resources page. If I do, can I use your stuff?
Title: Re: Homebrew Stunts
Post by: furashgf on October 15, 2010, 11:12:06 PM
I have a personal list I can send you that I've been keeping. It includes standard stunts from the book, ones from this list and others, etc.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 15, 2010, 11:16:28 PM
I would love to see that list. How would you like to send it?
Title: Re: Homebrew Stunts
Post by: furashgf on October 15, 2010, 11:19:10 PM
I sent you my email address through the forum message system. Email me back directly to my email and I'll send you the list, and then you can work on it some more and post a final version somewhere.
Title: Re: Homebrew Stunts
Post by: furashgf on October 15, 2010, 11:33:22 PM
I just sent you the list, Mr. Doe. Look forward to your updates. It's chock full of awesome stunts.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 15, 2010, 11:35:56 PM
Thank you very much.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 16, 2010, 08:28:50 PM
The first post has now been edited to include a complete list of my stunts. If everyone else who has posted stunts here could give me permission to put theirs there as well, it would be great.
Title: Re: Homebrew Stunts
Post by: admiralducksauce on October 17, 2010, 12:22:31 PM
I'm not done all the books yet, so I've been real leery about getting too deep into Our World.  Blaze Away definitely covers my idea, although I like your upgraded Empty Mag Empty Room.

Here's two modified Spin Doctor stunts:
Spin Doctor: You may take 1 additional mild social consequence
OR
Spin Doctor: You may take 2 additional mild social consequences in situations like public debates, political campaigns, or the like

My rationale behind using Stealth for attack in my above ideas is honestly the "stealth kill" scene from any number of movies and video games.  The focus isn't on the actual kill so much as it is about Stealth making the kill easy, regardless of what weapon or training the attacker has. 
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 17, 2010, 07:09:17 PM
Once again, admiralducksauce, may I please add your stunts to the master list in the first post?

Revised Spin Doctor looks good. Given your explanation of the Stealth stunts, I would probably go with something like this:

Deadly Shadows (Stealth): It's easy to kill someone who can't see you, regardless of your skills. When attacking a character who cannot see you, you may use Stealth to attack instead of Fists, Weapons, or Guns. If they somehow manage to attackyou without seeing you, you may also use Stealth to defend.

Good for attacking from ambush, fighting a blinded opponent, or fighting under a veil.
Title: Re: Homebrew Stunts
Post by: admiralducksauce on October 18, 2010, 10:52:35 AM
Once again, admiralducksauce, may I please add your stunts to the master list in the first post?

Oh, sorry, yeah.  Go right ahead, please use them and edit however you like.
Title: Re: Homebrew Stunts
Post by: HobbitGuy1420 on October 18, 2010, 03:02:11 PM
Feel free to use mine, if you like.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 18, 2010, 08:48:32 PM
Thank you very much. As it happens, I have a few stunts of my own to add.

Conviction:

Sanction: Your faith in your boss, be it the archangel Uriel or Colonel Carrington, is absolute. Pick a being. Add one to your Conviction skill when acting on behalf of that being.
Fire And Brimstone: Threatening someone's body isn't really your style. You prefer to threaten the soul. You may use Conviction instead of Intimidation when threatening someone on a spiritual level.

Deceit:

One Big Lie: Tell a lie long enough and you begin to believe it. Pick a statement that isn't true. You get +2 to any roll made to convince someone that that statement is true.

Driving:

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.

Intimidation:

Bad Cop: Cruelty is more effective when given a basis for comparison. When working together with someone who has the Good Cop stunt, add two to your Intimidation skill.

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.

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.
Title: Re: Homebrew Stunts
Post by: HobbitGuy1420 on October 18, 2010, 08:53:50 PM
Control is its own power (Discipline): You may not be a mighty spellcaster, but you've got so much finesse you don't need to be.  Your Discipline compliments your Conviction when determining how much power you can summon on an Evocation without taking mental stress.
Title: Re: Homebrew Stunts
Post by: admiralducksauce on October 18, 2010, 08:54:26 PM
Totally stealing Good Cop/Bad Cop.  That's awesome, with one cop maneuvering with Rapport, setting up tags for the bad cop's Intimidate, who sets up tags for the good cop, etc.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 18, 2010, 09:17:35 PM
Wow, you guys reply quickly. I haven't even edited the first post yet.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 18, 2010, 09:40:51 PM
All right, I tried to edit the first post to include the new stunts. Unfortunately, the full list exceeds the limit of 20 000 characters per post. Any ideas about how to handle this?
Title: Re: Homebrew Stunts
Post by: admiralducksauce on October 18, 2010, 09:51:05 PM
Edit the second post?  :)
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 18, 2010, 09:56:29 PM
The second post isn't by me. I would like to keep the list together if at all possible.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 21, 2010, 02:54:23 AM
Well, I'm still not sure what to do about the broken master list. blankshield suggested providing a link to a complete list elsewhere. Does anybody know where elsewhere could be? I'm really not the most web-savvy.

Conviction:

Stubborn Faith:  You cling to your beliefs with amazing determination. You may take two additional minor consequences against attempts to make you act against your faith.

Guns:

Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms, and your familiarity with such weapons offers a +1 bonus to the stress
inflicted by each attack you make with a gun.

Intimidation:

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 threatening someone by threatening other people, add two to your Intimidation skill.
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.

Scholarship:

Master Of Factoids: You know a lot of little things that have an odd way of coming in handy. Add two to your Scholarship skill when using it to Declare Minor Details.
Title: Re: Homebrew Stunts
Post by: ralexs1991 on October 21, 2010, 07:29:19 PM
there needs to be a mcgyver skill made!!!  ;D
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 21, 2010, 09:13:03 PM
I'm not really sure what you mean, ralexs1991. If by McGyver skill you mean a stunt that will let you imitate the actions of McGyver, than you can find a couple of good examples on the DFRPG Fan Resources page. Just google "DFRPG" and scroll down to "DFRPG Fan Resources." The stunts you want are called "Ball-Point Pen, Stick Of Gum, And A Paper Clip" and "I Can Build Anything I Need." Both are Craftsmanship stunts.
Title: Re: Homebrew Stunts
Post by: HobbitGuy1420 on October 21, 2010, 09:56:26 PM
For "Way of the Gun," I'd say you need a much narrower focus - "way of the pistol," "way of the revolver," "way of the shotgun," etc.  "gun" is *way* too broad for a stunt.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 21, 2010, 10:10:59 PM
You're probably right. I made it as a copy of Way Of The Bow from Your Story, and didn't think about the comparative merits of guns and bows. Do you think it would be fair if the +1 stress bonus was restricted but the Craftsmanship effect wasn't? I was thinking that maybe the +1 stress bonus should only apply to guns made or modified by the character.
Title: Re: Homebrew Stunts
Post by: Drashna on October 22, 2010, 01:20:36 AM
there needs to be a mcgyver skill made!!!  ;D
Lots of Craftsmanship, and the jurry-rigger stunt. Done.
Title: Re: Homebrew Stunts
Post by: ralexs1991 on October 22, 2010, 05:03:41 PM
@Drashna
back when i played Shadow Run i would always give my chararcters the improvised explosives skill maxed out and then i would run around making grenades out of household object e.g. toothpaste and cleaning supplies

@Sanctaphrax
i must have missed those stunts when i was reading the book
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 22, 2010, 07:56:42 PM
They aren't in the book. They are, however, on the internet.

Contacts:

I'm Looking For Mr Brown: You are extremely good at tracking people down. Increase your Contacts skill by two when using it to find someone. In addition, all attempts to find someone with Contacts are one time increment faster.
Title: Re: Homebrew Stunts
Post by: ralexs1991 on October 23, 2010, 02:09:15 AM
is there a website that has like a list of homemade stunts?!?!
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 23, 2010, 03:39:50 AM
Yes. You can find it with the search directions in my earlier post, or by following this link:

http://www.vinlandsolutions.site11.com/Products/DFRPG/index.html (http://www.vinlandsolutions.site11.com/Products/DFRPG/index.html)

Alternately, there is a fairly comprehensive list compiled by furashgf in my possession. I could send it to you.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 23, 2010, 06:33:33 PM
A couple more from the Generic NPC thread. As you may have noticed, I've changed the master list.

Conviction:

Shield Of Faith: Your faith protects you from harm. You may use your Conviction skill for physical defense.
Religious Contacts: You are well loved for your piety. You may use your Conviction skill instead of your Contacts skill when dealing with people who share your religion.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 25, 2010, 08:16:09 PM
I've been playing with a few odd stunt ideas lately, and I'm not sure if they're balanced. If you guys could look over them and tell me what you think, I'd appreciate it.

Endurance:

Tough It Out: You can take a surprising amount of pain before you fall down. You may use your minor consequence slot to take a moderate physical consequence.
Determinate: (Requires Tough It Out): The amount of damage you can shrug off is almost unbelievable. You may use your additional minor physical consequence slots to take moderate consequences.

Might:

Strength Aids Skill: Regardless of his skill level, a strong man is better at fighting than a weak one. You may use your Might skill to complement your Fists or Weapons skills when attacking with a muscle-powered weapon. The bonus from this stunt is capped at +1.
Strength Trumps Skill: (Requires Strength Aids Skill) Supernatural strength makes a man very difficult to fight against. As Strength Aids Skill, but with a maximum bonus of +2.
Strength Replaces Skill: (Requires Strength Trumps Skill) What can mere skill and tactics do against your might? Nothing, that's what. As Strength Aids Skill, but with a maximum bonus of +3.

Presence:

Combat Leader: Your leadership makes people fight better. Pick a type of character. You may use your Presence to complement the Fists, Weapons, or Guns skills of that type of character as long as they are following your orders in combat.
Master Combat Leader: (Requires Combat Leader) Your leadership makes people fight much better. As Combat Leader, but for Athletics and Alertness as well.

Resources:

Enchanted Items: You own an enchanted item or two, although you don't know how to make them. Perhaps a wizard friend gave them to you. You get two enchanted item slots which may not be spent on potions. The base power of these items is Good (3). This stunt may be taken multiple times.
Title: Re: Homebrew Stunts
Post by: Tsunami on October 25, 2010, 08:45:38 PM
Well well well... not a single stunt for craftsmanship... that's sad... and about to change :p

Do you like it? I made it myself. (Craftsmanship): A weapon you made yourself, is a weapon you know really well. Use Craftsmanship to wield Weapons you personally built from scratch.


Another One for Might:

Power over finesse (Might): Your unarmed attacks rely on brute strength rather than on clever technique. Use Might to Attack unarmed.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 25, 2010, 11:09:23 PM
Wow. Could have sworn that we had at least one Craftsmanship stunt. Well, thanks for correcting that.

Stunts look good to me. With your permission, I'll add them to the master list.
Title: Re: Homebrew Stunts
Post by: Tsunami on October 26, 2010, 06:13:27 AM
With your permission, I'll add them to the master list.
That's why i put them here :-)
Title: Re: Homebrew Stunts
Post by: Papa Gruff on October 26, 2010, 02:47:14 PM
Do you like it? I made it myself. (Craftsmanship): A weapon you made yourself, is a weapon you know really well. Use Craftsmanship to wield Weapons you personally built from scratch.

Hmm ... sorry mate but I just don't know about this one. Building a weapon and using a weapon? Two completely different things in my book.

That said the stunt is to broad in my opinion. It essentially allows you to roll the complete weapons skill into your craftsmanship skill, witch shouldn't be possible. You can however transplant a single trapping. Be it Melee Attack/Defence, Weapon Knowledge or even Distance Weaponry, it all makes sense. But not the hole trapping set. That's just huge for a point of refresh.

You can however theoretically transplant multiple trappings with multiple stunts.
Title: Re: Homebrew Stunts
Post by: Tsunami on October 26, 2010, 05:36:55 PM
Hmm ... sorry mate but I just don't know about this one. Building a weapon and using a weapon? Two completely different things in my book.

That said the stunt is to broad in my opinion. It essentially allows you to roll the complete weapons skill into your craftsmanship skill, witch shouldn't be possible. You can however transplant a single trapping. Be it Melee Attack/Defence, Weapon Knowledge or even Distance Weaponry, it all makes sense. But not the hole trapping set. That's just huge for a point of refresh.

You can however theoretically transplant multiple trappings with multiple stunts.

Well, there's the Armed Arts stunt for fists that basically allows you to do the same thing. Attack and DEfend with a certain number of types of weapons. And its Types.
The stunt in question here, lets you use Weapons you made yourself. And only those. If you loose your trusty sword, you cannot just pick up another...

I think that makes it actually into a very narrow stunt.

I made this stunt for my Artificer build. Basically what i had in mind was to allow him to use his enchanted Sword. And over time maybe one or two other weapons.
I had Melee Weapons in mind, that's one thing that should probably be added to the description.

If that's not enough, one might also add the limitation that the Weapon in addition to be made by himself, has to be made for himself as well. That would limit it to maybe a handful of specific weapons in his arsenal. Provided he makes weapons for other people.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on October 26, 2010, 08:12:16 PM
Well, there's the Armed Arts stunt for fists that basically allows you to do the same thing. Attack and DEfend with a certain number of types of weapons. And its Types.
The stunt in question here, lets you use Weapons you made yourself. And only those. If you loose your trusty sword, you cannot just pick up another...

Ah yes. Armed Arts is a stunts for Fists witch is a combat skill to begin with. I'm not sure that it is transmittable to a non combat skill, since you obviously have to have some experience with real fighting. Example: I can see how it is probable for a highly proficient Kung Fu master to have certain skills with some Types of weapons. I just don't see how being able to craft a weapon has anything to do with being able to perfectly wield one. Witch would be the case if the crafting skill would be decent and the stunt remains as described. Not only that, but you would be able to use shurikans or other thrown weaponry perfectly too.

I'm not saying that you can't make this happen with stunts. I'm not saying that it isn't a cool idea. I'm just saying you can't make it happen with just one stunt. That's far to powerful. At least to me it is. Any kind of fighting needs hard training and any proficient combat artist will tell you so.

I think that makes it actually into a very narrow stunt.

I made this stunt for my Artificer build. Basically what i had in mind was to allow him to use his enchanted Sword. And over time maybe one or two other weapons.
I had Melee Weapons in mind, that's one thing that should probably be added to the description.

If that's not enough, one might also add the limitation that the Weapon in addition to be made by himself, has to be made for himself as well. That would limit it to maybe a handful of specific weapons in his arsenal. Provided he makes weapons for other people.

I was hardly able see what you had in mind when you thought this one up, was I? All I was saying was that I probably wouldn't allow the stunt as you have written it down above.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 26, 2010, 08:36:16 PM
I would allow it, but only because making weapons is really difficult. Without the proper facilities, anything you make will be an easily broken piece of garbage. And if you do have the proper facilities, the cops will probably start looking at you funny.

Stunts can either transplant a single trapping of a skill under all circumstances or an entire skill under specific circumstances. Whether the circumstances for this stunt are specific enough is really up to the GM of the game in which this stunt exists.

On second thought, maybe that isn't a good thing. Don't want to credit strangers with too much intelligence. Perhaps Craftsmanship should complement Weapons and Guns instead of replacing them.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on October 26, 2010, 08:43:53 PM
I would allow it, but only because making weapons is really difficult. Without the proper facilities, anything you make will be an easily broken piece of garbage. And if you do have the proper facilities, the cops will probably start looking at you funny.

Stunts can either transplant a single trapping of a skill under all circumstances or an entire skill under specific circumstances. Whether the circumstances for this stunt are specific enough is really up to the GM of the game in which this stunt exists.

On second thought, maybe that isn't a good thing. Don't want to credit strangers with too much intelligence. Perhaps Craftsmanship should complement Weapons and Guns instead of replacing them.

I know all this. Thing is: There's really no limit to the weaponry someone can make with craftsmanship. A craftsman proficient at crafting weapons will obviously always use his own weapons. Hence: In the original description of the stunt the restriction is FAR to broad and/or makes no difference.

I apologize if this is not the place to have this discussion. Not sure if this was mend to hold debates or just being a collection thread. @Sanctaphrax if you prefer it we can take this elsewhere.
Title: Re: Homebrew Stunts
Post by: Tsunami on October 26, 2010, 08:45:51 PM
I was hardly able see what you had in mind when you thought this one up, was I? All I was saying was that I probably wouldn't allow the stunt as you have written it down above.
Which is why i tried to clarify... :-P
Title: Re: Homebrew Stunts
Post by: Dumbledresden on October 26, 2010, 10:05:24 PM
Well basically the "Armed Arts" Stunt gives you, depending on the used weapon, a +1 - +3 Bonus on successful physical attacks. Everything else is flavor and doesn't really touch any game mechanics or rules.

"Do you like it? I made it myself." basically gives you the melee combat and defense trappings and the additional weapon bonus, which doesn't really matter, because without the weapon you wouldn't be able to use the skill in a conflict, so it has the same flaw as the weapon skill. But still two trappings (attack + defense) do remain which would be against the rules.

Therefore I would narrow it down further and say:

"Do you like it? I made it myself." (Melee Weapons) / (Ranged Wepons)
A weapon you made yourself, is a weapon you know really well. Use Craftsmanship to make attacks and maneuvers with Weapons you personally built from scratch.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on October 26, 2010, 10:22:12 PM
Yep. That's good.

Although I can't make sense of the first statement.
Title: Re: Homebrew Stunts
Post by: Tsunami on October 26, 2010, 10:40:49 PM
Yep. That's good.

Although I can't make sense of the first statement.

He transformed the Stress Bonus range of mundane weapons into +Shifts to successful unarmed attacks.
Adding +x to a successful fists attack is basically the same as using a Weapon:X attack with weapons.

Though i don't really see the relevance of that either...
Title: Re: Homebrew Stunts
Post by: Dumbledresden on October 26, 2010, 10:53:00 PM
He transformed the Stress Bonus range of mundane weapons into +Shifts to successful unarmed attacks.
Adding +x to a successful fists attack is basically the same as using a Weapon:X attack with weapons.

Though i don't really see the relevance of that either...

I did that to show how i think the "Armed Arts" Stunt works with the fists skill. Earlier you wrote:

Well, there's the Armed Arts stunt for fists that basically allows you to do the same thing. Attack and DEfend with a certain number of types of weapons. And its Types.
The stunt in question here, lets you use Weapons you made yourself. And only those. If you loose your trusty sword, you cannot just pick up another...

I think that makes it actually into a very narrow stunt.

I think that this isn't the correct interpretation of the "Armed Arts" stunt.
The fists skill already has a melee combat and defense trapping, Armed Arts simply gives you an additional Bonus on your attacks under special circumstances (if you use a weapon and your attack is successful).
Title: Re: Homebrew Stunts
Post by: ralexs1991 on October 27, 2010, 03:27:43 PM
Yes. You can find it with the search directions in my earlier post, or by following this link:

http://www.vinlandsolutions.site11.com/Products/DFRPG/index.html (http://www.vinlandsolutions.site11.com/Products/DFRPG/index.html)

Alternately, there is a fairly comprehensive list compiled by furashgf in my possession. I could send it to you.

actually that'd be awesome thanks man
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 28, 2010, 12:10:13 AM
You know, I really would like some feedback on those "experimental" stunts I posted earlier. I don't feel confident enough in their balance to add them to the list.

Conviction:

Threshold Guardian: Your very presence is a shield against the forces of evil. Add three to your Conviction skill when using it in conjunction with the Bless This House
power.
Boosted Hexes: You don’t get along with technology at all. Even compared to other wizards. All technology is treated as though it were two steps lower on the hexing table.
Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill to defend in social combat.

Craftsmanship:

Percussive Maintenance: Sometimes a malfunctioning gadget just needs a good swift kick. You may spend a fate point to make any repair attempt in one exchange. Treat all such repairs as Jury-Rigged repairs.

Deceit:

The Appearance Of Wealth: You seem like a wealthy and powerful person, regardless of the reality. You may use your Deceit skill instead of your Resources skill for the Money Talks trapping.

Discipline:

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.

Intimidation:

Scary Reputation: It’s at lot easier to scare someone if they’re already scared of your reputation. Add two to your Intimidation skill against anyone who knows who or what you are.

Lore:

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.

Presence:

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.

Weapons:

Bows Are Weapons: They totally are. You may use your Weapons skill to wield bows.
Title: Re: Homebrew Stunts
Post by: HobbitGuy1420 on October 28, 2010, 02:28:41 AM
Dunno about the balance, but I love percussive maintenance just for the sheer theme of it
Title: Re: Homebrew Stunts
Post by: SkywardEyes on October 28, 2010, 03:16:33 AM
Dunno about the balance, but I love percussive maintenance just for the sheer theme of it


Every time I or someone I know gets a piece of equipment to work again by beating on it my mind just jumps to the Warhammer 40k background of the Omnissiah and its machine spirits. "I COMMAND THEE! WORK OR SUFFER MY DISPLEASURE!!!" ;D
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 30, 2010, 02:13:33 AM
Contacts:

On The Watch: (Requires Ear To The Ground) There’s something that you’re on the watch for, and you have a network of people who will tell you if it happens. The difficulty of any Getting The Tip-Off roll that you make related to that topic is reduced by four. (This doesn’t stack with Ear To The Ground).
Member: You are a member of an organization. Add two to your Contacts skill when using it to contact other members of that organization. The situations in which this will be useful depend heavily on the organization.

Conviction:

Righteous: You are nearly unstoppable when you’re doing what’s right. Your Conviction skill is treated as if it were two points higher when determining whether it is high enough to complement another skill with the Righteousness power.

Deceit :

Wearing An Extremely Trustworthy Face: Some faces are just easy to trust, and as a shapeshifter you have access to many of those. Pick a form other than your natural one. As long as you are in that form and visible to your target, add two to your Deceit skill.
Founded Upon Lies: You are very good at turning innocuous lies into devastating arguments. Whenever you invoke or tag an aspect that you created with a Deceit manoeuvre, add two to your roll in addition to the normal benefits.
Defensive Lies: You can come up with a counterpoint to any point, as long as you don’t worry about honesty. You may use your Deceit skill, unmodified, to defend against everything in social combat.

Discipline:

Fearless: You are not easily scared. All attempts to intimidate you suffer a two shift penalty.

Fists:

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.
Breath Control: Your breath is part of your body, just like your fists. Use your Fists skill to wield your Breath Weapon.

Guns :

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.

Intimidation:

Scary As F**k: You are just plain terrifying. There’s no other way to put it. All attacks that you make with the Intimidate skill inflict 2 extra stress.
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.

Investigation:

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.

Performance:

Jester: You are a comedian. +2 to Performance when using it to make jokes and generally be funny.

Presence:

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.

Resources:

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.

Scholarship:

Plastic Surgeon: You know how to rearrange someone’s face permanently. You may use your Scholarship skill to inflict appearance-related aspects on a helpless target. The duration of these aspects is equal to that of a consequence with a value equal to your Scholarship roll.

Weapons :

Warrior Culture: There’s a certain fellowship among those who fight for a living. Use your Weapons skill instead of Contacts when dealing with other warriors (anyone for whom combat is the center of life).
Title: Re: Homebrew Stunts
Post by: the_glasglow on November 02, 2010, 01:22:42 PM
For my Mr Miyagi style martial artist
Discipline:
Defensive Focus (use Discipline to defend in close combat)
Use their Strength against them (when defending you may make an automatic grapple or maneuver if successful - opponent's might complements this success (ie apply +1 to the result if their might is greater than your discipline))


Weapons:
Know your blades (make declarations with weapons against an opponent also using weapons(much like martial arts))
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 03, 2010, 02:45:58 AM
Defensive Focus and Know Your Blades look good. With your permission, I would like to add them to the master list.

But Use Their Strength Against Them is too powerful. I suggest that you split it into multiple stunts, and make it consume your next action.
Title: Re: Homebrew Stunts
Post by: the_glasglow on November 03, 2010, 07:11:14 PM
Feel free to steal them for the master list ;-)

"Use their strength against them" was always intended to cost the next action (as it is obviously based on a fists version of Riposte)
I also intended defensive Focus to be a prerequisite so:

(when defending with Defensive focus you may make an automatic grapple or maneuver if successful - opponent's might complements this success (ie apply +1 to the result if their might is greater than your discipline) this costs your next action)

Would it be better to make 2 stunts - one for grapple and one for maneuver? or is it the might thing?(to be honest the opponent's might complimenting was mainly for flavour!, but I quite like it)
This was originally for a pacifist character, so I didn't want him to gain any bonus to delivering stress (which is why I tied them up in the one stunt), but you could split it up:

Use their strength against them: Use your opponent's might value to complement any attacks rather than your own
Throws and holds: When defending you may make an automatic grapple or maneuver if successful - this costs your next action
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 03, 2010, 08:16:51 PM
Those look good. It seems that you thought this through much better than I gave you credit for.

Fists:

Guard Breaker: You have a talent for getting around certain types of defense. Pick a skill. Add one to your Fists skill when attacking someone who is using that skill to defend.

Guns:

Scope User: You know how to use a scope. Add two to your Guns skill when using it to make maneuvers related to aiming while using a scope or laser sight.

Might:

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.
Title: Re: Homebrew Stunts
Post by: Lanodantheon on November 09, 2010, 11:15:40 PM
Here's one created for my Seattle game's organization of Auto-didactic Sorcerers with Engineering Backgrounds, The Emerald City Eldritch Engineers or Ecees.

Innovation Trumps Experience(Craftsmanship): Teaching yourself Sorcery with a backround in Engineering means you don't use the "Traditional" Crafting methods. The Strength of Foci and Enchanted items are based off of your Craftsmanship Skill.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 10, 2010, 03:01:05 AM
Looks good, Lanodantheon. Mind if I add it to the list?

Burglary:

Security Expert: Knowing how to case a place means that you know how to protect a place against other people with the same idea. You may use your Burglary skill to perform blocks blocking the future use of Burglary against the same target as long as you have a chance to correct the security flaws that you notice.

Contacts:

Too Cool for School: All the kids wanna be just like you. Add two to all Contacts rolls when dealing with young adults between high school and middle school age.

Deceit:

Houdini: You could be found by the police standing next to a burned-down church with a handful of matches and a can of gasoline and still get away scott free. Add two to your Deceit skill when using it to cover up or deny involvement in a crime.

Guns:

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.

Lore:

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.

Presence:

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.

Rapport:

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.

Weapons:

Enchanted Item Master: Using magical weapons is slightly different from using normal ones, and for you it’s much easier. Add one to your Weapons skill when using it to wield enchanted items.
Title: Re: Homebrew Stunts
Post by: bibliophile20 on November 10, 2010, 03:57:06 AM
Guns:

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.


I like the Security Expert and A Potion For Everything, and Too Cool For School reminds me of my students, but Ammo Selection...  :o  

That is broken, straight up.  That makes a pistol as damaging as a bazooka, a shotgun as dangerous as artillery.  1 shift would be the maximum I'd allow, and they'd have to spend a fate point per use.  It'd be easier to make assessments and declarations along the lines of LOADED WITH DRAGONS BREATH that you could then tag.  And then that opens the door to balancing negative compels when a gun so LOADED goes kaboom in the shooter's face.  No chance of that with that stunt.  

Now, a Resources stunt that allows you easier access to those rare and unique ammo types... that'd be more workable.  
Title: Re: Homebrew Stunts
Post by: Tbora on November 10, 2010, 04:00:18 AM
I like the Security Expert and A Potion For Everything, and Too Cool For School reminds me of my students, but Ammo Selection...  :o 

That is broken, straight up.  That makes a pistol as damaging as a bazooka, a shotgun as dangerous as artillery.  1 shift would be the maximum I'd allow, and they'd have to spend a fate point per use.  It'd be easier to make assessments and declarations along the lines of LOADED WITH DRAGONS BREATH that you could then tag.  And then that opens the door to negative compels when a gun so LOADED goes kaboom in the shooter's face.  No chance of that with that stunt. 

Now, a Resources stunt that allows you easier access to those rare and unique ammo types... that'd be more workable. 

This is not broken, their are examples of similar stunts with both weapons and fists in the book - its perfectly legit mechanically and by the examples of books.

Title: Re: Homebrew Stunts
Post by: Drashna on November 10, 2010, 09:59:02 AM
I absolutely agree with Tbora on this one.  Remember, to have said ammo, well, you have to *have* it and is implied that it can be taken away, melted (bad end! there), or similarly "disabled.  Not to mention, is that ammo even legal? Do you have the resources to acquire it? Et cetera.  From an outside perspective, I can see it looking broken, but from within the system, it's not so much.  Feel free to compare it to the other weapon, and gun stunts. Fist stunts are less powerful, but that's because you can't be "disarmed" of your arms. I hope. :)
Title: Re: Homebrew Stunts
Post by: ralexs1991 on November 10, 2010, 02:36:18 PM
I absolutely agree with Tbora on this one.  Remember, to have said ammo, well, you have to *have* it and is implied that it can be taken away, melted (bad end! there), or similarly "disabled.  Not to mention, is that ammo even legal? Do you have the resources to acquire it? Et cetera.  From an outside perspective, I can see it looking broken, but from within the system, it's not so much.  Feel free to compare it to the other weapon, and gun stunts. Fist stunts are less powerful, but that's because you can't be "disarmed" of your arms. I hope. :)

actually a character in my game got disarmed of his uh arms haha there was a sword involved and well things got out of control...
Title: Re: Homebrew Stunts
Post by: Papa Gruff on November 10, 2010, 02:48:20 PM
This is not broken, their are examples of similar stunts with both weapons and fists in the book - its perfectly legit mechanically and by the examples of books.

I concur too. Not broken. Keep in mind that stress isn't damage. Keep in mind the attack has to go through in order to do stress.
Title: Re: Homebrew Stunts
Post by: ralexs1991 on November 10, 2010, 02:53:31 PM
I concur too. Not broken. Keep in mind that stress isn't damage. Keep in mind the attack has to go through in order to do stress.

and you have to be prepared enough to know what sort of baddie you're going to be fighting and subsequently aquire bullets to fight the previously mentioned baddie so you have to pass a resources roll to even get/ have the proper rounds
Title: Re: Homebrew Stunts
Post by: Blackblade on November 14, 2010, 03:56:19 AM
I'm not sure if this is overpowered, or whether it would fall under conviction or intimidate.

I find your lack of faith disturbing: When intimidating someone with a conviction lower than yours, gain one to your roll.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 14, 2010, 07:52:14 PM
That looks perfectly fair to me, maybe even underpowered. You normally get +2 to a skill under a specific circumstance from a stunt. But since a character with peaked Conviction will rarely meet an equal in that skill, you might as well leave it as is. Maybe boost it a little saying that it stacks with everything.

I'd say it falls under Intimidation, since similar versions could be made for skills other than Conviction (combat skills, maybe) but probably not for skills other than Intimidation. At least, not without a good justification.

May I add that to the list? The same goes for Lanodantheon, who still hasn't responded to my request.
Title: Re: Homebrew Stunts
Post by: Blackblade on November 14, 2010, 08:17:13 PM
Feel free to add it.  If you think it needs a boost, give it one.
Title: Re: Homebrew Stunts
Post by: Lanodantheon on November 15, 2010, 05:49:18 AM
Been doing other things. Go ahead and add Innovation Trumps Experience.

It's safe to assume that any stunt that I post here that isn't argued about I'd like added to the master list if it is deemed fair.
Title: Re: Homebrew Stunts
Post by: the_glasglow on November 15, 2010, 11:22:21 AM
One for an actor NPC I've just come up with:
Performance
Stage fighting   -you may use performance+1 for melee  (Weapons/Fists) attacks, however you do 1 less stress with any damage inflicted
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 16, 2010, 01:53:09 AM
Thank you, blackblade and Lanodantheon.

Anyway, I have a whole pile of new stunts today. This is in part thanks to my recent creation of NPCs who needed thematically appropriate stunts. Some of these may be unbalanced, so I would appreciate feedback greatly.

Alertness:

Sentry: You have the ability to wait, devoting your full efforts to watchfulness, for hours on end. You may activate this stunt by taking an action in a conflict or simply announcing it outside of a conflict. After activating this stunt, you may add two to your Alertness skill until you take another action.

Conviction:

You Do Not Want To See My Soul: Your soul has a truly profound effect on those who see it. Add two to your Conviction skill when using it to make mental attacks in a
Soulgaze.

Craftsmanship:

From Another Time: You are intimately familiar with the technology of a time other than the present. Choose a time period other than the present day. Add two to your Craftsmanship skill when dealing with stuff from that time period.

Empathy:

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:

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.

Fists:

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.

Investigation:

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.

Might:

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.

Performance:

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.

Scholarship:

Research Is Research: Honestly, there isn’t much difference between reading up on quantum physics and reading up on voodoo. You may use your Scholarship skill to perform research into supernatural topics.
Scientist, Not Wizard: To you, magic is just an obscure branch of science where humanity’s understanding is lacking. Pick a field of thaumaturgy other than crafting. You may use your Scholarship skill to determine the base complexity of the rituals you perform within that field.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on November 16, 2010, 08:29:34 AM
I declare Sacntaphrax busy bee of stunt creation :D

Sentry: I'd strike the activation. Just make it that the stunt is active if the barer stands sentry. IMO thats enough of an situational restriction.

Effortless Recovery: IMO the stunt is undervalued as it stands. An other problem is that stunts generally aren't supposed to ad onto supernatural powers if I'm not mistaken.

Potent Poison: Again a stunt relating to a power. In this case it isn't big of a deal because you could simply create this as a custom power, making it an upgrade for the Poison on the claws.

The rest I like and are good.
Title: Re: Homebrew Stunts
Post by: ralexs1991 on November 16, 2010, 01:06:32 PM
Effortless Recovery: IMO the stunt is undervalued as it stands. An other problem is that stunts generally aren't supposed to ad onto supernatural powers if I'm not mistaken.

the whole stunts adding to powers is still under debate if I'm not mistaken personallly I think that stunts should be able to effect powers I think I heard something about starting a topic to debate this subject
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 16, 2010, 08:38:39 PM
Busy bee, huh? Sounds like a nice thing to be. Papa Gruff is probably right about Sentry, so I'll change that one eventually. As for Effortless Recovery, I knew when I was making it that it pushed the envelope for stunt power. Do you think it would be better as a [-1] supernatural power?

Anyway, the issue of "supernatural stunts" has been debated repeatedly. If you would like to try and resolve it, make a new thread. This argument has already sidetracked at least two threads, and I'd rather not add this one to that list.

Thank you for the feedback.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on November 16, 2010, 10:52:07 PM
As for Effortless Recovery, I knew when I was making it that it pushed the envelope for stunt power. Do you think it would be better as a [-1] supernatural power?

It's probably one of the more OK stunts that relate to a power. I didn't meant to say that I was against it parse, as it is it offers a very limited benefit. Depending on the grate of the recovery power it offers the bonus only once or twice during a scene, where other stunts are active all the time. Seems a bit week.

Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 16, 2010, 11:12:26 PM
Weak? My instincts were the precise opposite. I guess it's a judgement call. I tend to be paranoid about stunts that boost attacks, and this one (indirectly) does that.

I think I'll leave it as is and see if anyone complains.
Title: Re: Homebrew Stunts
Post by: Drashna on November 17, 2010, 04:56:39 AM
Stunts... powers... whatever.  Personally, I'd say any stunt that directly effects a power is just an option of the power, much as "at range" or "lasting emotion" are for Incite Emotion. And if you look at what they do specifically, it is approx the same, power-wise.  So arguing if it's specifically a power or a stunt is like arguing about apples and oranges. THEY ARE BOTH DELICIOUS FRUIT! :)  Who cares *where* they should be, because half of the "power" influencing stunts require you to have at least one refresh worth of powers... 

Either way, Sanctaphrax, you're doing a great job, and keep it up! :)
Title: Re: Homebrew Stunts
Post by: devonapple on November 18, 2010, 03:23:20 AM
Wily (Alertness): Your survival depends on quickly assessing your surroundings for threats and resources. You may use your Alertness instead of Investigation to search an area, but you won't necessarily understand what you've found.

Never Miss a Beat (Investigation): Your are a seasoned investigator, and your keen eye alerts you to danger. Use Investigation instead of Alertness for Avoiding Surprise.

Title: Re: Homebrew Stunts
Post by: ralexs1991 on November 18, 2010, 03:05:06 PM
http://www.jimbutcheronline.com/bb/index.php/topic,22561.0.html

Anyway, the issue of "supernatural stunts" has been debated repeatedly. If you would like to try and resolve it, make a new thread. This argument has already sidetracked at least two threads, and I'd rather not add this one to that list.

I posted a poll so there would be somewhere to debate the supernatural stunt thing
Title: Re: Homebrew Stunts
Post by: Papa Gruff on November 18, 2010, 04:14:52 PM
Got a new one that I created earlier today:

I'm a doctor not a ... (Scholarship): You worked as a physician for quite some time. Get a +1 to your scholarship roll whenever treating a patient, due to your extensive experience.

Edit: Coming to think of it. This is a stunt that needs an other one as the scholarship skill only counts for first aid. So it needs:

I'm a doctor (Scholarship): You have a medical education that qualifies you to work in a hospital. Given the recourses you can treat almost every kind of injury and not only the first aid stuff.
Title: Re: Homebrew Stunts
Post by: Becq on November 18, 2010, 11:06:54 PM
I'm a doctor not a ... (Scholarship): You worked as a physician for quite some time. Get a +1 to your scholarship roll whenever treating a patient, due to your extensive experience.

I'm a doctor (Scholarship): You have a medical education that qualifies you to work in a hospital. Given the recourses you can treat almost every kind of injury and not only the first aid stuff.
I think the existing "Doctor" stunt already combines both of these.  It certainly does the second, though it defines "treatment" as a declaration for the appropriate conditions of beginning recovery.  It also gives a general +1 on medical research, plus a specific field +1 -- I think these would apply to the treatment rolls, because they count as declarations.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on November 18, 2010, 11:11:39 PM
I think the existing "Doctor" stunt already combines both of these.  It certainly does the second, though it defines "treatment" as a declaration for the appropriate conditions of beginning recovery.  It also gives a general +1 on medical research, plus a specific field +1 -- I think these would apply to the treatment rolls, because they count as declarations.

Ups ... thank you Becq. Obviously that one completely slipped my mind. Sorry everybody!
Title: Re: Homebrew Stunts
Post by: Dumbledresden on November 19, 2010, 05:04:54 AM
After Re-reading Aftermath:

Grunting (Rapport): You have mastered the ancient ways of communication of men! Whenever you are using Rapport while grunting with another male character, you get +1 on your Roll.

Just out of curiosity, would stunts like these work?

Master Of The Arcane (Lore): Your spells are not about what you believe, but what you know. Use Lore instead of Conviction to determine the strength/power of your Spells.

From The Book (Lore): You know your spells by heart. Use Lore instead of Discipline to control and guide your Spells.

Edit: Added 2nd Lore stunt
Title: Re: Homebrew Stunts
Post by: devonapple on November 19, 2010, 05:35:03 AM
Brutal (Fists or Weapons): you get a +2 to your Fists or Weapons roll (choose one) to perform a maneuver intended to cripple or maim an opponent.

Really Brutal (Fists or Weapons): On a successful Fists or Weapons attack (choose one) inflicting two or more shifts of damage, you may choose to force your target to take a consequence before applying any remaining shifts to his stress track. This essentially makes your attacks double as maneuvers which soften up your opponent. If the target's lowest available consequence slot would absorb more stress than the shifts you just dealt, they may apply your damage to their stress track as normal.

Example: Swinging your baseball bat at an assassin, you hit his face, dealing 3 shifts of damage. He takes a minor consequence (Broken Nose) and a 1 stress hit. You swing next exchange, and opt to hit hit his kneecap, dealing another 4 shifts of damage. Your target already has a minor (-2) consequence, and so must take a moderate consequence (-4) and no additional stress. The last exchange, you tag both consequences for free for a +4 to your roll, and work him over quite effectively.

Note to self: stop listening to Dethklok while thinking about DFRPG. Then again, perhaps Metalocalypse and Dresden Files complement each other entirely well.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on November 19, 2010, 08:52:05 AM
Just out of curiosity, would stunts like these work?

Master Of The Arcane (Lore): Your spells are not about what you believe, but what you know. Use Lore instead of Conviction to determine the strength/power of your Spells.

From The Book (Lore): You know your spells by heart. Use Lore instead of Discipline to control and guide your Spells.

Edit: Added 2nd Lore stunt

Please ask yourself: Witch trapping of the Conviction or Disciplines Skill gets transplanted to Lore here? Answer: There isn't one as the things you're trying to manipulate are clearly part of the evocation power.

In my opinion this is a rather good example for why stunts generally shouldn't relate to powers or their use, but we have the other thread to discuss this, so the question should probably be taken there.
Title: Re: Homebrew Stunts
Post by: Dumbledresden on November 19, 2010, 09:30:24 AM
Please ask yourself: Witch trapping of the Conviction or Disciplines Skill gets transplanted to Lore here? Answer: There isn't one as the things you're trying to manipulate are clearly part of the evocation power.

In my opinion this is a rather good example for why stunts generally shouldn't relate to powers or their use, but we have the other thread to discuss this, so the question should probably be taken there.

Well basically there is no trapping transplanted here. Both stunts take elements of the skill description and transplant them to the Lore skill, without touching any existing trappings, thereby the creation of those stunts wouldn't be exactly by the rules, but there are existing stunts that are not created by the rules either, f.e. Riposte. Therefore I asked out of curiosity.

But I get your point, that stunts shouldn't relate to powers.
Power relating "stunts" should get handled like add-ons to those powers.
Title: Re: Homebrew Stunts
Post by: Tsunami on November 19, 2010, 09:44:10 AM
Another one i thought up for my Half-Giant Scion

Was that supposed to hurt? (Endurance): You are TOUGH. You don't avoid attacks, you just take them right. Use Endurance to „dodge“ attacks.
Title: Re: Homebrew Stunts
Post by: ralexs1991 on November 19, 2010, 01:31:16 PM
Note to self: stop listening to Dethklok while thinking about DFRPG. Then again, perhaps Metalocalypse and Dresden Files complement each other entirely well.

Haha epic win i love that show ;D
Title: Re: Homebrew Stunts
Post by: Selrach on November 19, 2010, 10:32:42 PM
Another one i thought up for my Half-Giant Scion

Was that supposed to hurt? (Endurance): You are TOUGH. You don't avoid attacks, you just take them right. Use Endurance to „dodge“ attacks.


I think that's fine as long as the damage does not satisfy your catch
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 20, 2010, 01:24:03 AM
I also think that By The Book and Master Of The Arcane should be disallowed, but not because they relate to powers. My problem with them is that they reduce the number of spellcasting skills. If the skill used was something other than Lore, Discipline, or Conviction, it would probably be okay. The fact that you need three skills is one of the balancing factors for magic.

Was That Supposed To Hurt? looks good. And it doesn't need to have a catch.
Title: Re: Homebrew Stunts
Post by: Tbora on November 20, 2010, 01:30:51 AM
I also think that By The Book and Master Of The Arcane should be disallowed, but not because they relate to powers. My problem with them is that they reduce the number of spellcasting skills. If the skill used was something other than Lore, Discipline, or Conviction, it would probably be okay. The fact that you need three skills is one of the balancing factors for magic.

Was That Supposed To Hurt? looks good. And it doesn't need to have a catch.

Keep in mind you /are/ paying 2 refresh for both of those stunts, and in a submerged game, that leaves you with nothing left for refinement or something to spend on other things. The refresh cost seems to balance it in the for me imo.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 20, 2010, 01:43:06 AM
Those stunts might not be all that overpowered in a submerged game, but at higher levels where Refinements become less effective due to the pyramid rules these stunts are incredible. They apply to all elements and fields, and they allow you to cast everything from your highest stat. If you don't believe me, make a high-refresh wizard with peaked Lore and non-peaked Discipline/Conviction. These stunts will make Refinement look pathetic.
Title: Re: Homebrew Stunts
Post by: ralexs1991 on November 20, 2010, 03:56:13 PM
Those stunts might not be all that overpowered in a submerged game, but at higher levels where Refinements become less effective due to the pyramid rules these stunts are incredible. They apply to all elements and fields, and they allow you to cast everything from your highest stat. If you don't believe me, make a high-refresh wizard with peaked Lore and non-peaked Discipline/Conviction. These stunts will make Refinement look pathetic.

I'm with Sanctaphrax here it's be like having all three casting skills at the skill cap level which would allow for some off the wall powerful spells
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 21, 2010, 02:36:02 AM
I'd like to go back a bit and look at two stunts that devonapple posted: Brutal and Really Brutal. I like the ideas behind both, but the execution bothers me. Brutal is simple and follows the rules well, but since maneuvers don't last very long the maiming that you inflict with it won't have the effects that it should. Really Brutal is a bit complex and not very elegant, but there really should be a way to force consequences in this game. Here's how I would make a stunt based around crippling attacks:

Brutality (Fists): You may use maneuvers to inflict consequences. In order to do so, first state the name, level, and type of consequence that you would like to inflict. Then make an ordinary attack with the skill that you are using for the maneuver. If that attack hits and inflicts stress equal to or greater than the value of the consequence, then that consequence is inflicted. Extra stress is wasted, as is the entire maneuver if it misses or fails to inflict enough stress.

Note 1: This doesn't work with skills that can't be used to attack.
Note 2: You can't take consequences to defend against maneuvers made with this stunt.

So, how does that look?
Title: Re: Homebrew Stunts
Post by: devonapple on November 21, 2010, 05:01:48 AM
So, how does that look?

Much more elegant! Thank you!
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 04, 2010, 01:58:29 AM
Well, it's been almost two weeks since anyone last posted here. And in that time, both this thread and the master list associated with it have fallen out of date. Time to change that, I think. So, for your delight and edification, here are the stunts that I'll be adding to the master list. Some of these are already on this thread, some are new (at least to this thread), and some are new edits to stunts that are already on the list.


Alertness:    

The Advantage Of Familiarity: There are benefits to knowing a place really well. Pick a location or a small neighbourhood. Add to any roll made to notice or investigate something unusual in this area.
Sentry: You have the ability to wait, devoting your full effort to watchfulness, for hours on end. Add two to your Alertness skill as long as you stand and watch.
Wily: Your survival depends on quickly assessing your surroundings for threats and resources. You may use your Alertness skill instead of your Investigation skill to search an area, but you won't necessarily understand what you've found.

Burglary:

Five-Fingered Discount: Why buy what you can steal? You may use your Burglary skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Stolen Property”.
Specialized Criminal: Thieves have specialties, just like scientists. Pick a type of thing that can be burgled (eg. banks, apartments). Add two to your Burglary skill when using it against that type of thing.

Contacts:

Networking: Networking is an important skill for a businessman, and you have it. Add two to your Contacts skill when using it in a corporate context.
Salesman's Network: All good salesmen build up a network of satisfied customers over time. Pick a type of product. Add two to your Contacts skill when looking for or dealing with makers, sellers, or notable consumers of that type of product.

Deceit:

Faustian Pact: Your job is to trick people into signing unfair contracts. Add two to your Deceit skill when using it to convince someone to make a deal.

Discipline:

Reflexive Shield: Magic is the only defence you need. When you are attacked, you may sacrifice your next action to cast a defensive evocation.

Driving:

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.

Endurance:

Was That Supposed To Hurt?: You are TOUGH. You don't avoid attacks, you just take them right. Use your Endurance skill to “dodge” attacks.

Fists:

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.
Brutality: Your style of fighting verges upon the sadistic. You may use manoeuvres to inflict consequences. In order to do so, first state the name, level, and type of consequence that you would like to inflict. Then make an ordinary attack with the skill that you are using for the manoeuvre. If that attack hits and inflicts stress equal to or greater than the value of the consequence, then that consequence is inflicted. Extra stress is wasted, as is the entire manoeuvre if it misses or fails to inflict enough stress.
Extreme Brutality: (Requires Brutality) Your style of combat doesn’t just verge on the sadistic, it wallows in it. In order to use the Brutality stunt to inflict a consequence, you need only inflict stress equal to the value of the consequence minus two.

Guns:

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.

Intimidation:

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.

Investigation

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.

Presence:

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.

Rapport:

Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when there's money at stake.

Resources:

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.

Scholarship:

Master Of Riddles: Your intelligence lets you run circles around those you talk to. This may take the form of actual riddles, or perhaps just complex logical arguments. You may use your Scholarship skill to make social attacks. Attacks with Scholarship can be defended against with Rapport, Scholarship, and sometimes Empathy.

Survival:

Fisherman: You fish. It’s how you get your food. When attempting to Live Off The Land in an area of water, add three to your Survival skill.
Title: Re: Homebrew Stunts
Post by: UmbraLux on December 04, 2010, 09:18:34 PM
Discipline:

Reflexive Shield: Magic is the only defence you need. When you are attacked, you may sacrifice your next action to cast a defensive evocation.
My interpretation is you can defend with magic (or any appropriate skill) without losing your next action already. 
Quote from: YS252
During the fight, she charges at Harry, who uses spirit magic to raise a magical shield to deflect her......the spirit is quite powerful and in her native demesne (page 170); she rolls an attack at Epic (+7), beating both Harry’s block and his normal defense.
  So the stunt seems worse than the standard rules.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 04, 2010, 10:44:38 PM
There are a few comments on the page after the one you quoted that address that. They say that by the RAW you can't defend with evocations, but that it's open to houseruling. Of course, if you're using that houserule then you probably shouldn't be using this stunt. Although the stunt does allow you to use evocation for armour and defensive maneuvers, so maybe you'd want to use it anyway. As always, it's up to the players and GM.

Thanks for your criticism, by the way. I need more of that.
Title: Re: Homebrew Stunts
Post by: UmbraLux on December 05, 2010, 04:53:46 AM
If you do make it a stunt, I'd consider allowing the reflexive action without taking up the next turn.  It's costly enough taking at least one stress box, if you're paying refresh for the ability it shouldn't also take your next action. 

I can't find any text stating you can't cast as a defensive reaction.  In fact, YS259 has another example that appears to be a reactive spell (a block cast when ambushed).  One other reason I considered it as standard is the stress requirement - that's an inherent limitation.  Every spell the wizard spends on reactive defense is one less spent on laying down extreme firepower.  :)
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 05, 2010, 06:38:20 AM
The text stating that you can't cast as a defensive reaction is in a sidebar on page 253 of Your Story.

Now, I'm dead certain that this stunt as written should consume your next action. But as written this stunt allows you to do a lot more than I think you think it does. You can roll your normal defense in addition to your evocation, and your evocation can be a lot more than just a block against one attack. It can be armour, a block with an extended duration, or perhaps even a maneuver. All of these options make spending your next action quite worthwhile.

If you took away those options, I think it might be balanced to let you evoke as a defense without spending an action. You're quite right about the value of stress boxes, and the current rules don't offer much reason to block single attacks with magic. So I'll put up a second, non-action-consuming version of this stunt once I figure out how to word it elegantly.
Title: Re: Homebrew Stunts
Post by: UmbraLux on December 05, 2010, 06:54:39 AM
The text stating that you can't cast as a defensive reaction is in a sidebar on page 253 of Your Story.
Thanks for pointing it out!  I kept bypassing the sidebar...

Quote
Now, I'm dead certain that this stunt as written should consume your next action. But as written this stunt allows you to do a lot more than I think you think it does. You can roll your normal defense in addition to your evocation, and your evocation can be a lot more than just a block against one attack. It can be armour, a block with an extended duration, or perhaps even a maneuver. All of these options make spending your next action quite worthwhile.

If you took away those options, I think it might be balanced to let you evoke as a defense without spending an action. You're quite right about the value of stress boxes, and the current rules don't offer much reason to block single attacks with magic. So I'll put up a second, non-action-consuming version of this stunt once I figure out how to word it elegantly.
That's cool...I had read it as replacing a defensive roll instead of an additional roll.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 05, 2010, 08:08:03 PM
Discipline:

Reflexive Shield (second variation): Magic is the only defence you need. Whenever you would roll to defend yourself physically, you may instead cast an evocation and use the result of that evocation as your defence roll.

How does that look? I'd like to change the name before adding it to the master list, but nothing comes to mind.
Title: Re: Homebrew Stunts
Post by: Peteman on December 15, 2010, 04:10:12 AM
Placing this in its proper place:

Guns

This... Is My BOOMSTICK!

Add +1 to attacks made with Shotguns, provided you can incorporate a cheesy one-liner in the combat.
Title: Re: Homebrew Stunts
Post by: Drashna on December 15, 2010, 04:41:46 AM
@Sanctaphrax:  how about "at a moments notice", "without a second thought", or "Instinctive defense"?
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 15, 2010, 04:43:38 AM
Instinctive Defence sounds good. Once I get around to updating the master list, that's what I'll call it.
Title: Re: Homebrew Stunts
Post by: devonapple on December 16, 2010, 10:23:01 PM
How does this one sound:

Suave (Rapport): 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."

Should I find another trapping for it to address, or is this one powerful enough?
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 16, 2010, 10:30:08 PM
I think that's strong enough. Why would you think otherwise?
Title: Re: Homebrew Stunts
Post by: devonapple on December 16, 2010, 10:34:11 PM
I think that's strong enough. Why would you think otherwise?

I was unsure whether or not to add another Trapping for it to fulfill.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 16, 2010, 10:49:50 PM
Yes, I understand that. It seems that my question was unclear.

What I meant to ask is: why would you think that moving the Brush-Off trapping to Rapport would be worth less than a stunt? One trapping per stunt is generally the rule, although it's not ironclad.
Title: Re: Homebrew Stunts
Post by: devonapple on December 16, 2010, 10:57:06 PM
Yes, I understand that. It seems that my question was unclear.

What I meant to ask is: why would you think that moving the Brush-Off trapping to Rapport would be worth less than a stunt? One trapping per stunt is generally the rule, although it's not ironclad.

I was seeing a few which had two trappings. I was also wondering if should add something about Rapport-based Brush-Off attempts causing more of a "starstruck" impression than "intimidated."
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 16, 2010, 10:58:33 PM
Sure, why not? It increases the flavour without increasing the power.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 24, 2010, 06:14:28 AM
Got some new stunts, some newish stunts, and one old stunt that I had forgotten about. I'm not too certain about the quality of these stunts, though, so I'm not adding them to the master list yet. Does anybody have any constructive (or destructive) criticism?

Alertness

Protector: You are an expert at the protection of others. Whenever you use a skill to create a block to protect another character, add two to your roll.

Craftsmanship:

Bunker Builder: You know how to make effective fortifications. Given time, you may fortify a zone with your Craftsmanship skill. Your Craftsmanship roll than functions as a block against entry to that zone and ranged attacks into it. Unlike most blocks, fortification is not removed as soon as it is defeated unless the action that defeated it was intended specifically to remove the fortification.

Deceit:

Illusion Of Grandeur: Making a good first impression is all about misrepresenting yourself. You may use your Deceit skill instead of your Rapport skill to make a good first impression. 

Fists:

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.
Touch Of Emotion: Mental attack, physical attack, what's the difference? You may use your Fists skill for your Incite Emotion power.
Storm Of Punches: A great warrior fights as well against a thousand enemies as he does against one. You may take a -2 penalty to a Fists attack in order to have that attack affect everyone in the zone (except yourself, of course).

Lore:

Occult Ceremonies: Is there really that much difference between a seance and a play? Pick a type of ritual. You may use your Lore skill instead of your Performance skill to perform that type of ceremony.

Stealth:

Among The Seaweed: You are a master of submersible subterfuge. Add two to your Stealth as long as you are at least partially underwater.

Presence:

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.
Title: Re: Homebrew Stunts
Post by: UmbraLux on December 24, 2010, 03:19:15 PM
Got some new stunts, some newish stunts, and one old stunt that I had forgotten about. I'm not too certain about the quality of these stunts, though, so I'm not adding them to the master list yet. Does anybody have any constructive (or destructive) criticism?

Alertness

Protector: You are an expert at the protection of others. Whenever you use a skill to create a block to protect another character, add two to your roll.
Shouldn't this be a stunt for the skill used to create the block?  As written it doesn't seem to affect alertness but would potentially affect everything from Athletics to Weapons.  Disicipline is potentially problematic - with some creativity most armor, blocks, and veils could be phrased as 'protecting another'.

Quote
Craftsmanship:

Bunker Builder: You know how to make effective fortifications. Given time, you may fortify a zone with your Craftsmanship skill. Your Craftsmanship roll than functions as a block against entry to that zone and ranged attacks into it. Unlike most blocks, fortification is not removed as soon as it is defeated unless the action that defeated it was intended specifically to remove the fortification.
How does this differ from a Declaration using Craftsmanship?  May want to give it a +1...

Quote
Deceit:

Illusion Of Grandeur: Making a good first impression is all about misrepresenting yourself. You may use your Deceit skill instead of your Rapport skill to make a good first impression. 
Looks interesting...

Quote
Fists:

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.
Touch Of Emotion: Mental attack, physical attack, what's the difference? You may use your Fists skill for your Incite Emotion power.
Storm Of Punches: A great warrior fights as well against a thousand enemies as he does against one. You may take a -2 penalty to a Fists attack in order to have that attack affect everyone in the zone (except yourself, of course).
Perhaps it's just me but I dislike the 'Touch of Emotion' stunt.  Doesn't fit my image of a WV.  Regarding 'Storm of Punches', have you considered phrasing it as a Spray Attack?  (Similar to Wall of Death for Weapons.)

Quote
Lore:

Occult Ceremonies: Is there really that much difference between a seance and a play? Pick a type of ritual. You may use your Lore skill instead of your Performance skill to perform that type of ceremony.
I'm not entirely clear on this one - are you performing it for entertainment or effect?

Quote
Stealth:

Among The Seaweed: You are a master of submersible subterfuge. Add two to your Stealth as long as you are at least partially underwater.
As situational as this is, you may also want to add something along the lines of "...the difficulty of moving stealthily through water borders is reduced by 2."

Quote
Presence:

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.
Well...I've been following the social weaponry thread and I'm not entirely convinced.  Most seem better as an aspect.  But, if it is allowed / used, why would it require a stunt?
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 24, 2010, 10:23:15 PM
Thank you, Umbralux. That's the sort of thing I'm looking for.

Protector is linked to Alertness because I couldn't think of any other skill to link it to. And it isn't supposed to affect magic. That's why it says, "when you use a skill." I guess I'll have to make that clear.

Bunker Builder may or may not be necessary depending on the GM. As a rule of thumb, I assume that special actions like this one require stunts or powers to perform.

Touch Of Emotion isn't intended for White Court Vampires. It's intended for monsters that want to use mental attacks in a more clearly violent way, like demon-possessed zombies. Does that make it better in your eyes?

Storm Of Punches is very much not supposed to be a spray attack. Spray attacks are very different from zone-wide attacks.

Occult Ceremonies is intended for entertainment. The ritual isn't a magical one. This stunt comes from a priest character who would perform human sacrifices in front of a crowd.

I guess Among The Seaweed could use a little more juice. It depends on the game, though.

Social Weaponry exists because letting people use random items as social weapons sounds like a bad idea to me. If you want to inflict extra stress, you should take a stunt.

Anything else?
Title: Re: Homebrew Stunts
Post by: bibliophile20 on December 27, 2010, 03:11:54 PM
My attempt at building a stunt chain for MacGyver-type characters. 

Bricoleur (Craftsmanship): You are skilled at improvising when making, breaking, or repairing something.  All of your Craftsmanship declarations and assessments made in the art of Bricolage ("to make creative and resourceful use of whatever materials are at hand (regardless of their original purpose)") are at a +1

Skilled Bricoleur (Craftsmanship, requires Bricoleur): Your creativity at improvising is unparalleled; You take no penalty for having inadequate tools and materials except in extreme circumstances.

Master Bricoleur (Craftsmanship, requires Skilled Bricoleur); Your skill and resourcefulness are unparalleled.  Your creations are cobbled together two time increments faster than normal, and last two time increments longer than they would otherwise. 
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 28, 2010, 05:00:46 AM
Stunts look good, bibliophile. Mind if I add them to the master list?

PS: the master list will be edited in the next two days. Anyone with criticisms should make them now.
Title: Re: Homebrew Stunts
Post by: bibliophile20 on December 28, 2010, 05:09:32 AM
go for it.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 29, 2010, 06:24:31 AM
Just a few more before I update the list. As always, please feel free to criticize.

Athletics

I Grew Up Doing This: You are very familiar with a certain environment, and you find it easy to navigate its obstacles. Pick an environment. Add two to your Athletics skill when using it to bypass barriers in that environment.

Discipline

Landscape Weapon: Within your domain, the earth and sky are nothing more than your weapons. Attacks that you make with the Demense power are Weapon: 2.

Fists

Demense-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
Demense.
Demense-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 Demense inflict two extra stress.

Survival

Maelstorm-Weathering Indifference: Let the the lightning bolts flash. They can't hurt you. Add two to any roll that you make to resist environmental attacks.
Fronteirsmen Have To Improvise: Making stuff out of the things around you is an integral part of wilderness survival. You may use your Survival skill for improvised Craftsmanship.
Title: Re: Homebrew Stunts
Post by: Peteman on January 14, 2011, 11:52:42 PM
Endurance: Take The Hit.

Requirements: combination of total Physical Stress Boxes and armor equal to at least 5, called Protection (i'd get a better name, but I gotta go soon).

You know how to use your natural toughness, supernatural toughness, size and/or armor to maximum effect. When facing an attack whose Weapon Rating is 3 less than your Protection, you can use Endurance to defend, rather than Athletics. Furthermore, enemies who gain a bonus to hit due to Hulking Size lose it as you are using your massive bulk to withstand their tiny weapons.  You may not apply bonus Physical Stress from Toughness powers if the attack would satisfy your Catch.

I kinda want to make it a trapping of Endurance rather than a stunt, since this is far weaker than most "replace trapping X with the following skill" stunts.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on March 15, 2011, 05:36:23 AM
I think I should spring for Kemmlerian Threadomancy sometime, but I don't have enough refresh. Maybe I should drop some stunts...

It's the usual deal. I'll add them to the master list unless someone objects.

Alertness:

Traffic Watcher: You really know how to use those rear-view mirrors. Add two to your Alertness skill as long as you are in a car.

Athletics:

Excellent Mount: You are very good at carrying other people. Add two to your Athletics skill while being ridden.
Highly Mobile: You move abnormally easily, and you find it easy to do other things while moving. Your actions do not suffer penalties due to supplemental actions made to move a zone.

Contacts:

Network of Informants: You know people who know things about the things that you want to know things about. Pick a subject. Add two to your Contacts skill when using it to Gather Information or Get The Tip Off about that subject.

Conviction:

Closer To God: For whatever reason, God guides you just a little more carefully than is normal. Add two to your Conviction skill when using it with your Guide My Hand power.

Deceit:

"Honest" Lawyer: Okay, maybe they don’t exist. But most people would say that you are one, anyway. Add two to your Deceit skill when you are in a legal context.
Master Manipulator: You can treat other people like chess pieces and make it work. When you have a pre-set plan in which other people have specific roles to play, you may use Deceit for social attacks intended to make those other people carry out their roles.

Discipline:

Landscape Command: You control your domain even more closely than most. Increase your Discipline skill by two when using it to make maneuvers in conjunction with your Demesne power.

Driving:

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.

Fists:

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.

Intimidation:

Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for social defence.
Threats Of Violence: Fear and pain: they’re like best buddies. You always try to keep them together. Add two to your Intimidation skill when targeting someone who you have physically harmed recently.

Investigation:

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 dealing with a suspected 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.

Lore:

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.

Performance:

Target Audience: You know your audience. Pick a type of being. When playing to beings of that type, add two to your Performance 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.
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.
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.

Presence:

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.

Rapport:

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:

Glitterati: Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.

Scholarship:

Pre-Prepared Counterpoint: You’ve heard that argument before, and you know how to defeat it. You may use your Scholarship skill for social defence.
Non-Academic Studies: Not all subjects are taught in university. You may add an additional field of knowledge to those covered by your Scholarship skill.

Survival:

Superior Tracking: You could track a bacterium across ten parsecs of glass in a rainstorm with your eyes closed. Add two to your Survival skill when using it to track.
Caveman Lifestyle: You know how to live naked in the wilderness. Ignore two shifts worth of increased Survival difficulty from lack of tools.

Weapons:

War Leader: Your subordinates bring out the best in you. Pick a group of people. Add one to your Weapons skill when commanding those people in combat.
Title: Re: Homebrew Stunts
Post by: UmbraLux on March 15, 2011, 01:02:26 PM
No time to go through all of them now, but...
Alertness:

Traffic Watcher: You really know how to use those rear-view mirrors. Add two to your Alertness skill as long as you are in a car.
This seems too narrow.  I'd suggest changing it to "Situational Awareness" and give the bonus to spotting tails in any situation.
Title: Re: Homebrew Stunts
Post by: UmbraLux on March 16, 2011, 02:19:40 AM
Highly Mobile: You move abnormally easily, and you find it easy to do other things while moving. Your actions do not suffer penalties due to supplemental actions made to move a zone.
Probably need to explicitly state "one zone" - else it's a better speed bonus than Inhuman Speed provides.  I'm somewhat tempted to suggest rewriting as a bonus to crossing zone barriers.  That would avoid treading on the Speed powers.

Quote
Master Manipulator: You can treat other people like chess pieces and make it work. When you have a pre-set plan in which other people have specific roles to play, you may use Deceit for social attacks intended to make those other people carry out their roles.
I'm not entirely certain what is intended here.  Can you clarify it some?

Quote
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 dealing with a suspected criminal.
This may be a bit broad.  Everyone is a suspect until you rule them out.  :)  I'd suggest modifying it to "...when dealing with a suspect whom you have at least one piece of evidence against."  Even that potentially allows use with manufactured evidence - which I'm not sure should apply.

Quote
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.
This, combined with "Investigative Reporter" seems to allow an extreme amount of skill optimization.  Whether that's bad or not probably depends on how central investigation and journalism are to the campaign.  For comparison, I think using a Fists version of this with Footwork is a bad idea.  So, if journalism comes up as often as combat, this is a bit much.
Title: Re: Homebrew Stunts
Post by: Tedronai on March 16, 2011, 02:26:59 AM
This may be a bit broad.  Everyone is a suspect until you rule them out.  :)  I'd suggest modifying it to "...when dealing with a suspect whom you have at least one piece of evidence against."  Even that potentially allows use with manufactured evidence - which I'm not sure should apply.

I'd recommend limiting it, instead, to formal (or at least blatant) interrogation settings.  That seems to be more flavourful to me, and less prone to balance issues.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on March 16, 2011, 02:33:11 AM
About Traffic Watcher: It's not just for spotting tails. It also improves your initiative if you get into a fight while driving, and so on.

About Highly Mobile: I can certainly clarify. But treading on the Speed powers is sorta the point here. Inhuman Speed is basically 5 or 6 stunts stuck together and discounted. Each individual part should be purchasable as a stunt.

About Master Manipulator: This one was a pain in the neck. I'll try to rewrite it so that it's more clear. The basic idea was to represent the sort of shenanigans that Death Note and The Spy Who Came In From The Cold were all about.

About Reading Suspects: Gotcha. I'll amend it. I'm not worried about manufactured evidence, because that still narrows this down to less then half the people you'd ordinarily interact with. Maybe I'll limit it to interrogation, maybe to those indicated by evidence. Haven't decided yet.

Excellent Journalist: You still only get your apex skill +2 for journalism. If you had put Performance in that slot, you could get the same with one stunt and no questions of legality. But of course, stunts like this do get to be overpowered if you're journalizing all the time. I feel as though that situation is rare enough to be ignored, though.

Thanks for the critique.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on March 18, 2011, 01:04:57 AM
These have been here long enough, methinks. They're going onto the master list now.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on March 18, 2011, 02:22:55 AM
Update done. The master list is now 21 pages long. That's 8 688 words or 52 474 characters (including spaces). That makes it one of the longest things I've ever written.

I don't think I like having perspective. It makes me feel as though I have no life.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on March 21, 2011, 02:36:08 PM
Checked the list but didn't find the following. If it's redundant then please don't mind.

Débrayer (Weapons): Your profound skills with the sword (or one other kind of weapon) allow you to avoid all kinds of attacks for as long as you are carrying said weapon. Effectively transfer of the doge trapping into the weapons skill.
Title: Re: Homebrew Stunts
Post by: HobbitGuy1420 on March 21, 2011, 02:38:33 PM
Weapons can already be used to block Fists or Weapons attacks.  As for blocking Firearms or magical attacks... what's the fluff justification? 
Title: Re: Homebrew Stunts
Post by: Papa Gruff on March 21, 2011, 02:50:16 PM
What is the fluffy justification behind the transfer of dodge into the guns skill that is in YW147? Just because you know guns doesn't make you better in dodging their bullets or other physical attacks in the slightest, does it?

You are simply that good and swift at fencing and its movements are so deeply embedded into your muscle memory that you have developed a "sixth sense" of where to be. Is that enough fluff? Uw ... that rimed.

Besides it's not blocking. Its dodging.
Title: Re: Homebrew Stunts
Post by: DFJunkie on March 21, 2011, 04:02:32 PM
Quote
for as long as you are carrying said weapon

I'd honestly just drop this bit.  Say that your extensive training in acrobatic armed arts allows you to dodge any attack with Weapons.  Unless you're a Jedi there's really no sensible reason that you could avoid bullets while holding a weapon but not while unarmed.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on March 21, 2011, 04:22:02 PM
I'd honestly just drop this bit.  Say that your extensive training in acrobatic armed arts allows you to dodge any attack with Weapons.  Unless you're a Jedi there's really no sensible reason that you could avoid bullets while holding a weapon but not while unarmed.

I thought about that too.

The reason for tying it to the clause of carrying/wielding the weapon is that the rules ask for it (at least in my opinion). If you transfer a trapping it has to tie into the skill it is transfered to somehow. Seen from a realistic standpoint dodging ranged attacks with weapons is questionable at best. In order to make the transfer work you have to adapt it to the new skill-set (as in the before mentioned example YW147 where something similar is done to the guns skill).

Basically the reason is my understanding of the rules on the transfer of trappings. Simply taking one unaltered trapping and put it with an other skill is not in the spirit of the rules in my opinion. Yet I have allowed it when I'm GMing because it isn't a huge deal.
Title: Re: Homebrew Stunts
Post by: HobbitGuy1420 on March 21, 2011, 04:28:23 PM
The fluff for "Shot on the run" is that you're using your own gunshots to "discourage" the attacker (which lets you dodge anything so long as you've got a loaded gun) or using your knowledge of sight lines to put up a better defense (which lets you dodge Guns against ranged attacks, but not close combat). 

How does having an in-depth knowledge of how to wield  particular weapon help you defend against a bullet or mystical strike?  I'm not saying "don't do it," I'm just saying "explain how it works."
Title: Re: Homebrew Stunts
Post by: Papa Gruff on March 21, 2011, 04:38:26 PM
The fluff for "Shot on the run" is that you're using your own gunshots to "discourage" the attacker (which lets you dodge anything so long as you've got a loaded gun) or using your knowledge of sight lines to put up a better defense (which lets you dodge Guns against ranged attacks, but not close combat).  

How does having an in-depth knowledge of how to wield  particular weapon help you defend against a bullet or mystical strike?  I'm not saying "don't do it," I'm just saying "explain how it works."

Ok. That is a possible interpretation of "Shot on the run" but not a conclusive argument for disputing "Débrayer". When you can "discourage" your attacker by using guns then you can do it while using weapons too. That counts for attacks with guns as well. Knowledge of sight lines doesn't give you squad on dodging bullets in our reality. I really don't see the difference because in both cases is comes down to flavor.

In both cases it comes down to knowledge concerning the fight. They are basically the same stunt for god sake only for different skills.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on March 21, 2011, 04:46:09 PM
From the master list:

Quote
Parry Everything: You can deflect bullets with a sword, or at least use your skill to make yourself harder to hit. You may use your weapons skill to defend against all physical attacks.
Title: Re: Homebrew Stunts
Post by: DFJunkie on March 21, 2011, 04:50:06 PM
Personally I wouldn't allow any skill other than Athletics to be used as an all-purpose physical defense as that is an incredibly useful trapping, and by far the most useful one that Athletics has.

I would recommend something like this:

Elusive Fencer: Years of intense training and more than a few close calls have gifted you with nearly superhuman reflexes.  Your Weapons skill always compliments your Athletics skill when defending against physical attacks.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on March 21, 2011, 04:53:57 PM
Yeah @Sanctaphrax, I've seen that one. It just doesn't fit into my understanding of the rules. Transferring a trapping - especially such a potent one - should make it necessary to tie it into the target skill some more.

I guess my mental image of "Parry Everything" is a little to over the top for me. And it doesn't include magical attacks as it explicitly speaks of "deflecting bullets". But thats just nitpicking.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on March 21, 2011, 04:54:59 PM
Personally I wouldn't allow any skill other than Athletics to be used as an all-purpose physical defense as that is an incredibly useful trapping, and by far the most useful one that Athletics has.

I would recommend something like this:

Elusive Fencer: Years of intense training and more than a few close calls have gifted you with nearly superhuman reflexes.  Your Weapons skill always compliments your Athletics skill when defending against physical attacks.

I would agree, if the rulebook wouldn't explicitly show the transfer of dodging into a fighting skill as an example for transferring trappings.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on March 21, 2011, 05:00:36 PM
Interesting point. But I honestly don't think that the mental image changes much when you restrict it to a certain weapon, so I don't see the point of changing that if your problem is with the image.

My reasoning for Parry Everything was this: there is a Fists stunt that lets you defend against ranged attacks with Fists. Weapons defence is better than Fists defence, and weapons stunts are supposed to be slightly stronger than Fists stunts. So a Weapons stunt that lets you defend against ranged attacks with Weapons is reasonable.
Title: Re: Homebrew Stunts
Post by: DFJunkie on March 21, 2011, 05:06:33 PM
Technically any trapping is fair game to move to any other skill, as long as you can justify it.  However just because it is technically allowable doesn't mean it's balanced or sensible.  These are all home brews, so it isn't like there's going to be an authoritative answer.  If you want to allow vanilla mortals to parry bullets and blasts of fire that's fine, but I would find that both overpowered and out of genre (barring some sort of supernatural Kensai type character, which would be out of the realm of Stunts altogether).  My example is what I would allow in my game, your mileage may vary.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on March 21, 2011, 05:07:23 PM
Interesting point. But I honestly don't think that the mental image changes much when you restrict it to a certain weapon, so I don't see the point of changing that if your problem is with the image.

My reasoning for Parry Everything was this: there is a Fists stunt that lets you defend against ranged attacks with Fists. Weapons defence is better than Fists defence, and weapons stunts are supposed to be slightly stronger than Fists stunts. So a Weapons stunt that lets you defend against ranged attacks with Weapons is reasonable.

Pretty good reasoning in my opinion.

I give in on the restriction on one kind of weapon but not on the general idea that you can only dodge those attacks while wielding a weapon of some sorts.

Both writeups are similar really. It's probably a question on the character concept/idea and flavor.
Title: Re: Homebrew Stunts
Post by: ways and means on March 21, 2011, 05:12:35 PM
Flawless Parry - When using your a Sword to defend with your weapons skill add 1 to your roll

Perfect Parry - When using a full defence action with a sword add 2 to your weapons defence roll on top of the +2 from full defence.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on March 21, 2011, 05:14:56 PM
Technically any trapping is fair game to move to any other skill, as long as you can justify it.  However just because it is technically allowable doesn't mean it's balanced or sensible. These are all home brews, so it isn't like there's going to be an authoritative answer.  If you want to allow vanilla mortals to parry bullets and blasts of fire that's fine, but I would find that both overpowered and out of genre (barring some sort of supernatural Kensai type character, which would be out of the realm of Stunts altogether).  My example is what I would allow in my game, your mileage may vary.

Sure ... thats anyones prerogative.

You are probably even right on "Shot on the run" also being a homebrew. Yet it is in the book. As an example for stunts transferring trappings. I'm not even disagreeing about this being one of the more extreme stunts where balancing is concerned.

Sometimes it seems to me that the hole idea of transferring trappings is highly problematic and can lead to some fairly heavy shit. But it's one thing stunts are there for. And the price of one refresh isn't a bargain.
Title: Re: Homebrew Stunts
Post by: DFJunkie on March 21, 2011, 05:16:57 PM
Quote
And the price of one refresh isn't a bargain.

Heh, yeah.  I do occasionally have to take a breath and remind myself "calm down and allow it, it's still shittier than a power."
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on March 21, 2011, 05:17:20 PM
Parrying a bullet is no more overpowered than dodging it. That's just fluff. If you don't like the image, change it.

Parry Everything is weaker than Footwork. Footwork is canon, and (as far as I know) nobody thinks it's broken.

@ways and means/Tame Knight/bitterpill: Flawless Parry seems a touch weak, but Perfect Parry looks good. Mind if I add it to the Master List? Also, are you planning to get your old account back or are you sticking with this one?
Title: Re: Homebrew Stunts
Post by: ways and means on March 21, 2011, 05:24:19 PM
I am sticking with the new account now and I don't mind if you put the stunt in the masterlist. I was thinking of making Flawless Parry give a +2 but thought that might be a bit strong.
Title: Re: Homebrew Stunts
Post by: Papa Gruff on March 21, 2011, 05:24:55 PM
Parrying a bullet is no more overpowered than dodging it. That's just fluff. If you don't like the image, change it.

I believe that's pretty much what I just said, isn't it? ;o)
Title: Re: Homebrew Stunts
Post by: Tedronai on March 21, 2011, 06:40:25 PM
'Shot on the run' may be in the book, but it's also not fully fleshed out and seems to recommend that it be limited in some way (with two printed options being 'only with a gun on hand' or 'only against ranged attacks').

'Footwork' is reasonably balanced unrestricted because Fists is otherwise the worst attack skill out there.
Title: Re: Homebrew Stunts
Post by: ways and means on April 12, 2011, 03:44:40 AM
Mind of Steel: Roll discipline at +2 for defending against Supernatural Mental Attacks
Title: Re: Homebrew Stunts
Post by: ways and means on July 30, 2011, 12:42:14 AM
Dragoon (weapons) - When tagging a Jumped Aspect whilst wielding a Spear or Lance gain +2 to your roll on top of your tag benefit (for a total +4).
Title: Re: Homebrew Stunts
Post by: BumblingBear on July 30, 2011, 03:52:46 AM
I would make "Parry Everything" a -1 power, not a stunt.

And it would require the player have a speed power and an indestructible weapon first.

That's just me, though.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on July 30, 2011, 04:26:40 AM
About Dragoon: I like the flavour, but I think the bonus is too large. Normally, stunts can only give +1 accuracy.

Hm. You know, I think I'm going to make a Generic Dragoon on the Generic NPC thread now.

About Parry Everything: I think I need to rename and refluff this stunt. The actual effect is pedestrian, and actually less effective than the Footwork stunt for Fists. But the flavour is blatantly supernatural, which causes problems.

Any ideas for a new name and flavour for Parry Everything?
Title: Re: Homebrew Stunts
Post by: JayTee on July 30, 2011, 04:38:20 AM
Hows this?

"Weapons Specialist Melee combat is your thing"
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on July 30, 2011, 04:40:27 AM
Functional, but rather generic. I dunno.

It's probably better than what I have now, but it seems like it could apply to anything within the Weapons ability.
Title: Re: Homebrew Stunts
Post by: CaptFisher on August 03, 2011, 04:32:54 AM
How is this one?

Sneaky Bastard
Craftsmanship-You may use your craftsmanship to make attacks at range in an area designated beforehand as your home turf?  (may require demolitions training)

Title: Re: Homebrew Stunts
Post by: Sanctaphrax on August 05, 2011, 06:00:13 PM
Sure, but the wording is a bit awkward.

Could use a bit of rewriting, I think.
Title: Re: Homebrew Stunts
Post by: Bayani on August 08, 2011, 02:14:20 PM
Weapons - Escrima

Through study of the Filipino martial art, Escrima, you not only know how to wield weapons, you know how to move like one as well. You may make use the Weapons Skill to make unarmed attacks at -1.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on August 10, 2011, 07:31:10 PM
So, would that stunt allow you to use other Weapons stunts unarmed? Would it let you defend with Weapons while unarmed?

Or is it just basic attacks?
Title: Re: Homebrew Stunts
Post by: Bayani on August 10, 2011, 07:40:26 PM
It'd just let you make unarmed attacks at the -1. If you lost your weapon, you can use your weapons skill at -1 when rolling for attacking with your fists, feet, elbows. etc.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on August 10, 2011, 07:46:50 PM
Okay, sounds reasonable.

I suppose an second stunt could expand the effect to cover defense and other stunts.

By the way, can I add Escrima and Sneaky Bastard to the list? And can I edit them or make expansion stunts?
Title: Re: Homebrew Stunts
Post by: Bayani on August 10, 2011, 07:49:56 PM
Sure, go right ahead. Well, Sneaky Bastard isn't mine. But feel free to expand on Escrima. I'd probably try to test/include something along the lines of "If you're unarmed, any melee weapon attacks made against you may be made with your Weapons Skill minus the Weapon rating as long as the weapon is Rating 3 or less."
Title: Re: Homebrew Stunts
Post by: CaptFisher on August 10, 2011, 09:48:03 PM
Please go ahead and add SB as well
Title: Re: Homebrew Stunts
Post by: computerking on August 12, 2011, 09:14:03 PM
How about...

Weapons:
Precision Strike – You know where to hit, and how to make it count. Gain +2 on any Weapons maneuver, but only after the target’s defenses fail to prevent the maneuver from succeeding.
Title: Re: Homebrew Stunts
Post by: Rubycon on August 16, 2011, 06:08:46 AM
Athletics
The §$%& Bastard will not escape: Get a +2 on athletic rolls when chasing someone in a footrace.

This stunt could also work with Endurance on longer chasings...
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on August 20, 2011, 02:44:08 AM
@computerking: Very interesting. However, I'm not exactly sure what it's good for, apart from guaranteeing stickiness. Could you please explain?

@Rubycon: Solid. Could maybe use a little upgrade, since +2 Athletics for running is probably also a fair stunt. Maybe it could give +2 to chase someone with Athletics, period.

@both: May I add those to the list?

@everyone: Alright, it's time for the first master list upgrade since March. Right now, I'm just going to round up all the stunts I can find. Formatting and editing can wait.

Also, I think there might be some garbage on the master list right now. It may need a cleaning. I'd appreciate being told if there's something bad on it.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on August 20, 2011, 03:37:35 AM
Weapons - Escrima

Through study of the Filipino martial art, Escrima, you not only know how to wield weapons, you know how to move like one as well. You may make use the Weapons Skill to make unarmed attacks at -1.

Sneaky Bastard
Craftsmanship-You may use your craftsmanship to make attacks at range in an area designated beforehand as your home turf?  (may require demolitions training)

Flawless Parry - When using your a Sword to defend with your weapons skill add 1 to your roll

Perfect Parry - When using a full defence action with a sword add 2 to your weapons defence roll on top of the +2 from full defence.

Mind of Steel: Roll discipline at +2 for defending against Supernatural Mental Attacks

"Good Intentions" (Deceit): +2 to Deceit when faking good intentions.

I Could Have You Killed (Intimidation): +2 to Intimidation when backed up by soldiers.

Stage Presence (Presence): Use Presence for public speaking.

Excellent Speaker (Presence): +2 to public speaking.

Artistic Spirit (Performance): Treat Performance as Fantastic when using it to modify other skills.

Mesmerizing Gaze (Intimidation): +2 to Intimidation when able to force prolonged eye contact.

Actual Priest (Conviction): Use Conviction for religious knowledge.

Falling Spear Technique (Weapons): +1 to any attack in which a JUMPING aspect is tagged.
Gravity Helps (Weapons): Any attack in which a JUMPING aspect is tagged inflicts +2 stress.
Out Of Reach (Athletics): +2 to defense rolls against melee attacks when JUMPING aspect is present.
Blatantly Impossible Jumping Skills (Athletics): (Requires Mighty Leaps) Further +2 to jump-based maneuvers, but all JUMPING aspects are automatically fragile.

Strategist (Scholarship): Use Scholarship +1 to make assessments and declarations about strategy.

I'm Your Friend (Deceit): +2 to Deceit when feigning friendliness or loyalty.
Dishonest Persuasion (Deceit): Use Deceit instead of Rapport for "soft" social attacks.
Thaumaturge (Lore): +2 to Lore when using it to make declarations as part of thaumaturgy preparation.
I'll Just Ignore You (Discipline): Use Discipline for social defence.

Toughness Of Mind And Body (Endurance): Use Endurance to defend against fear.

Supernatural Rolodex (Lore): Use Lore instead of Contacts when dealing with supernatural creatures.
Ancient Knowledge (Lore): Take a point of sponsor debt to get +4 to a Lore roll.
I Have Lived History (Scholarship): +2 to Scholarship concerning the past.
I Know My Own Weaknesses, Thank You Very Much (Lore): +2 to Lore concerning his own catches.

AC Bonus (Athletics): +2 to Athletics defense rolls while unarmed and unarmoured.
Slow Fall (Athletics): Each shift on an Athletics roll counts as 1 armour against falling damage as long as a wall is within arm's reach.

Strategist (Presence): May use Presence +1 for assessments and declarations related to battle strategy.

The King Still Stands (Endurance): 2 extra mild consequences usable only when fighting multiple opponents.

I Do What I Want (Presence): Armour 1 against attempts to order him around.
Applied Knowledge (Lore): Make Declarations at +1 with Lore regarding magic and magical things.

Evasion (Athletics): +2 to dodge area attacks.

Lay On Hands (Conviction): Use Conviction to for medical treatment.

Rapture (Conviction): Use Conviction instead of Deceit for Incite Emotion.
Sing For The Glory Of God (Conviction): Use Conviction instead of Performance when singing about God.
Holy, Holy, Holy (Conviction): +2 to Conviction when using it instead of Performance.
Title: Re: Homebrew Stunts
Post by: Rubycon on August 22, 2011, 10:42:28 AM
@ Sanctaphrax: Thank's for the input. Your suggestion was, what I had in my mind. So, it was more a translation-related problem since i wrote the stunt in german and then tried to translate it for this thread... ::)
Title: Re: Homebrew Stunts
Post by: ways and means on August 22, 2011, 11:54:39 AM
Stirrer (Intimidate)- You are very good at stirring up conflict amongst other people other people. Gain +1 to intimidate attack attempting to get one person angry with another.

Title: Re: Homebrew Stunts
Post by: Sanctaphrax on August 22, 2011, 07:49:18 PM
Ugh. Following my conversation with Mouse on my recent thread about stunt balance, I figure I need to go over the list and edit out all the +2 to social attack stunts. I may need to add restrictions to the +2 social stress stunts too.

This might take a while.

I think I'll remove the penalty from Escrima, too. It seems unnecessary, given that I'd allow unarmed attacks with Might as a stunt with no penalty. Also, Armed Arts imposes no penalty.
Title: Re: Homebrew Stunts
Post by: ways and means on August 27, 2011, 09:31:45 PM
Mighty Blows (might) - Add 1/2 your might skill rounded down to your Weapons rating whilst wielding two-handed weapons.
Built Like an Ox (might) - Your might score determines your physical stress track instead of endurance.
Overpower (might)-You have learnt to use your might in melee combat to your best advantage.  Use might to compliment your melee weapons attacks in close quarter combat (no throwing) whilst wielding a two-handed weapon. 
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on August 28, 2011, 01:03:54 AM
Mighty Blows: I don't think so. Too broad, and too strong. With Might 5 it gives +3 stress.

Built Like An Ox: Looks good.
Title: Re: Homebrew Stunts
Post by: computerking on August 28, 2011, 02:08:58 AM
@computerking: Very interesting. However, I'm not exactly sure what it's good for, apart from guaranteeing stickiness. Could you please explain?

@both: May I add those to the list?


Sorry for the late response. Yes, the idea behind the stunt was to be "that guy" who does the surgical precision attacks, but with the object to be an advantage that lasts. A virtuoso of the lead pipe, so to speak.And Yes, you can add it to the list when you next update it.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on August 30, 2011, 04:42:32 AM
I think that Overpower is probably redundant. IIRC, there's something similar on the list already.

Now, to reformat my new additions a little:

Athletics

Evasion: +2 to dodge area attacks.
AC Bonus: +2 to Athletics defense rolls while unarmed and unarmoured.
Slow Fall: Each shift on an Athletics roll counts as 1 armour against falling damage as long as a wall is within arm's reach.
Out Of Reach: +2 to defense rolls against melee attacks when JUMPING aspect is present.
Blatantly Impossible Jumping Skills: (Requires Mighty Leaps) Further +2 to jump-based maneuvers, but all JUMPING aspects are automatically fragile.
The §$%& Bastard Will Not Escape: Get a +2 on athletic rolls when chasing someone in a footrace.

Conviction

Lay On Hands: Use Conviction to for medical treatment.
Rapture: Use Conviction instead of Deceit for Incite Emotion.
Sing For The Glory Of God: Use Conviction instead of Performance when singing about God.
Holy, Holy, Holy: +2 to Conviction when using it instead of Performance.
Actual Priest: Use Conviction for religious knowledge.

Craftsmanship

Sneaky Bastard: You may use your craftsmanship to make attacks at range in an area designated beforehand as your home turf?  (may require demolitions training)

Deceit

I'm Your Friend: +2 to Deceit when feigning friendliness or loyalty.
Dishonest Persuasion: Use Deceit instead of Rapport for "soft" social attacks.
"Good Intentions": +2 to Deceit when faking good intentions.

Discipline

I'll Just Ignore You: Use Discipline for social defence.
Mind of Steel: Roll discipline at +2 for defending against Supernatural Mental Attacks

Endurance

The King Still Stands: 2 extra mild consequences usable only when fighting multiple opponents.
Toughness Of Mind And Body: Use Endurance to defend against fear.

Intimidation

Mesmerizing Gaze: +2 to Intimidation when able to force prolonged eye contact.
I Could Have You Killed: +2 to Intimidation when backed up by soldiers.
Stirrer: You are very good at stirring up conflict amongst other people other people. Gain +1 to intimidate attack attempting to get one person angry with another.

Lore

Applied Knowledge: Make Declarations at +1 with Lore regarding magic and magical things.
Supernatural Rolodex: Use Lore instead of Contacts when dealing with supernatural creatures.
Ancient Knowledge: Take a point of sponsor debt to get +4 to a Lore roll.
I Know My Own Weaknesses, Thank You Very Much: +2 to Lore concerning his own catches.
Thaumaturge: +2 to Lore when using it to make declarations as part of thaumaturgy preparation.

Might

Built Like An Ox: Your might score determines your physical stress track instead of endurance.

Performance

Artistic Spirit: Treat Performance as Fantastic when using it to modify other skills.

Presence

I Do What I Want: Armour 1 against attempts to order him around.
Strategist: May use Presence +1 for assessments and declarations related to battle strategy.
Stage Presence: Use Presence for public speaking.
Excellent Speaker: +2 to public speaking.

Scholarship

I Have Lived History: +2 to Scholarship concerning the past.
Strategist: Use Scholarship +1 to make assessments and declarations about strategy.

Weapons

Falling Spear Technique: +1 to any attack in which a JUMPING aspect is tagged.
Gravity Helps: Any attack in which a JUMPING aspect is tagged inflicts +2 stress.
Flawless Parry: When using your a Sword to defend with your weapons skill add 1 to your roll
Perfect Parry: When using a full defence action with a sword add 2 to your weapons defence roll on top of the +2 from full defence.
Escrima: Through study of the Filipino martial art, Escrima, you not only know how to wield weapons, you know how to move like one as well. You may make use the Weapons Skill to make unarmed attacks at -1.
Precision Strike: You know where to hit, and how to make it count. Gain +2 on any Weapons maneuver, but only after the target’s defenses fail to prevent the maneuver from succeeding.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on August 30, 2011, 09:16:59 PM
Rewriting the stunts as preparation for inclusion in the master list.

Some stunts are being added, modified or removed during this step, based on my whims.

Don't worry, I won't do anything too drastic to other people's stuff.

Not very happy with the Sneaky Bastard rewording. I'd appreciate help with it.

Athletics

Evasion: Like the members of certain character classes from Dungeons And Dragons (version 3.5), you have an amazing ability to remain unharmed when caught within the area of effect of an explosion. Add two to your Athletics-based defence rolls against area attacks.
Unhindered Defences: Armour and weapons are wonderful things, but they tend to slow a fellow down. So you don't carry weapons or wear armour. Add two to your Athletics defence rolls as long as you are unarmed and unarmoured.
Land On Your Feet: Like a cat, you are able to fall from great heights without great harm. When making an Athletics roll to resist falling damage, do not halve the result before converting it to armour.
Spring-Heeled: Maybe you don't actually have springs in your heels, but it sure looks as though you do. Add two to your Athletics skill when using it to jump.
Fight By Jumping: (Requires Spring-Heeled) It is normally a very bad idea to jump up high while fighting, but you make it work. Increase your Athletics skill by a further two when making a jump-based maneuver in combat, but all aspects created this way are automatically fragile.
Out Of Reach: (Requires Fight By Jumping) It isn't easy to hit a guy who's five feet above your head. So long as you possess an aspect created through Fight By Jumping, add two to your defence rolls against melee attacks.
The §$%& Bastard Will Not Escape: Nobody gets away from you. Add two to your Athletics skill when using it to chase someone.

Conviction

Lay On Hands: Faith healing actually works. At least, it does for you. Use your Conviction skill instead of your Scholarship skill for medical treatment.
Force Of Will: Emotional manipulation isn't just a trick; it's a direct exercise of your will. Use your Conviction skill instead of your Deceit skill with your Incite Emotion power.
Actual Priest: You are an actual priest, which means that you need to know some religious doctrine. Use your Conviction skill to determine your religious knowledge.

Craftsmanship

Sneaky Bastard: You are an expert in the subtle art of booby-trapping an area. If given time to prepare a location, you may create traps in that location. Activating a trap is an attack that uses your Craftsmanship skill, with a weapon rating that depends on what the trap consists of. Traps may be activated at any distance that seems reasonable, and they do not necessarily have to be single-use.

Deceit

I'm Your Friend: You are a very convincing fake friend. Add two to your Deceit skill when feigning friendliness or loyalty.
Dishonest Persuasion: If being charming doesn't make people do what you want them to do, lie your ass off. You may use your Deceit skill instead of your Rapport skill in order to make social attacks based off of persuasion.
"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when faking good intentions.

Discipline

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.

Endurance

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.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 04, 2011, 03:58:18 AM
More rewrites. Have decided to worry about limiting social attack boosts later, because of uncertainty about the proper approach and a good deal of trouble with wording. As a result, am upgrading Stirrer to provide +2 and to apply to maneuvers as well as attacks. Do not expect this to last.

Intimidation

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 able to force prolonged eye contact with your target.
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. Add two to your Intimidation skill when you have subordinates present.
Stirrer: You are very good at stirring up conflict amongst other people. Add to two to your intimidate skill when attempting to get one person angry with another.

Lore

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

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

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

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.

Scholarship

I Have Lived History: You know the history of the world very well because you were around for most of it. Add two to your Scholarship skill when using it for knowledge of the past.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Scholarship. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Scholarship skill.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 05, 2011, 06:17:31 PM
Was going to play a character that was infamous rather than famous.  I think the Famous stunt on the master list should work fine.

Is there a reason to change the Famous stunt to fit an Infamous character rather than a famous one; other than renaming the stunt?

For example: Infamy(Infamous) : +2 to presensce rolls when your reputation comes into play.  Just a rename really.  Should it be any different?

I should point out this querry has nothing to do with the Playstation game by the same name.  It's more for a gambler gunfighter type.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 05, 2011, 07:54:27 PM
I see no need to change it.
Title: Re: Homebrew Stunts
Post by: gojj on September 05, 2011, 09:25:18 PM
I made a line of stunts (one stunt is a prerequisite for the other 5), and I'm wondering what you think of them. I think that some work better than others and nearly all can be named better (I can never think of a good name for a stunt, even if I can explain why I think the stunt makes sense).

-1: Professional Detective: Add Sleuthing trapping to Investigation **(This is a prerequisite for)
-1: **Make them slip up: You are adept at angering your suspect just enough to make him/her say something they wouldn't have normally. Roll Investigation for Provocation when questioning someone (not for random insults)
-1: **Little Lies: Lying is easier the closer to the truth it is. Roll Investigation for Falsehood and Deception when part of a truth is in the lie
-1: **It’s part of the job: Sometimes looking like someones else is just part of the job. Roll Investigation for creating a disguise (not sure about what the limit on this would be)
-1: **Look behind you…: Following someone is easy, doing it without their knowledge is the trick, and you've got that trick down. Roll Investigation for Shadowing when following a suspect
-1: **I will find out what I want to know: Roll Investigation for Interrogation when interrogating a suspect

All of the ** stunts are using the Sleuthing trapping. A character with these skills would naturally have very high Investigation, giving them a foot in a few social and stealthy trappings, but not enough to make those skills obsolete. These let the character do their job well and allow the player room for specialization. Maybe they want their detective to be fairly combat oriented, or a stealthy, alert infiltrator, or able to talk rings around even the best debaters.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 06, 2011, 08:42:25 PM
I think that you're putting too many restrictions on these stunts. A stunt can generally move a trapping under all circumstances or move an entire skill under some circumstances.

Thematic justifications are decent, except for the one for Little Lies. I don't understand how that relates to Investigation.

What does the Sleuthing trapping do?
Title: Re: Homebrew Stunts
Post by: mstorer3772 on September 07, 2011, 05:15:50 PM
Craftsmanship:

Big Pocking Wrench: + 1 to Fixing & +1 to Breaking when Portella uses his Big Pocking Wrench.

(John Ringo "Empire of Man" reference)

Scavenger: -2 time shifts on Building and Fixing when you have access to equipment (functional or not) that might reasonably supply parts for whatever it is you're trying to build or fix.  Note: They don't work after they've been scavenged.

AKA "Kit Bashing"

Automotive Genius: +2 to all craftsmanship rolls related to cars.  This bonus drops off as you get further and further away from cars.  It might provide a +1 when working with a Semi Trailer, and no benefit at all when working on an Abrams.

NOTE: You can replace "Automotive" with "electronics", "chemical", "Sword smith", etc, etc.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 07, 2011, 09:01:13 PM
Big Pocking Wrench looks good.

Not sure about Scavenger. I have trouble telling if it is meant to be restricted. Also, it is essentially identical to the Scrapheap Challenge stunt here: http://www.jimbutcheronline.com/bb/index.php/topic,18809.msg855947.html#msg855947 (http://www.jimbutcheronline.com/bb/index.php/topic,18809.msg855947.html#msg855947)

But that stunt's not on the list, so I guess it doesn't matter if you are duplicating it.

I think Automotive Genius is redundant given the existence of the Car Mechanic stunt in the core book.

Can I add these to the list?
Title: Re: Homebrew Stunts
Post by: mstorer3772 on September 08, 2011, 12:03:35 AM
Please.
Title: Re: Homebrew Stunts
Post by: gojj on September 09, 2011, 07:03:20 PM
I think that you're putting too many restrictions on these stunts. A stunt can generally move a trapping under all circumstances or move an entire skill under some circumstances.

Thematic justifications are decent, except for the one for Little Lies. I don't understand how that relates to Investigation.

What does the Sleuthing trapping do?

 By itself, not much. I imagined it mostly for making decelerations regarding of investigations in general. For example someone could use Sleuthing to declare that out of two suspects in a murder, suspect A is fitting the profile of a killer from a few years back, who killed his victims in a similar way. It is mainly a prerequisite for the other stunts because I thought that some of them were kind of a stretch without it. If you think the other stunts can use Investigation without this stunt than there probably isn't any need for it, you could use scholarship, contacts, and investigation to do the same thing.
 
Would you like Little Lies more if it used Rapport for Falsehood and Deception instead of Investigation?
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 09, 2011, 07:20:19 PM
I think you might as well ditch Professional Detective, then. Or maybe just make it a booster for Investigation Declarations.

The other stunts don't really seem like such stretches to me.

I don't really have a problem with Little Lies as such, I just think it needs better fluff text. How does being a detective help you lie?
Title: Re: Homebrew Stunts
Post by: computerking on September 10, 2011, 01:43:49 PM
Weapons-

Combat sense: You have learned to compensate for a loss of sight in battle. If Blinded or otherwise rendered unable to see during a fight, reduce penalties for fighting with Weapons by 2. This only counts during an ongoing fight, if entering a fight already blinded, this stunt does not count.
 
Zatoichi: You have so thoroughly trained in vision-deprived combat that you are more attuned to using your other senses to fight with. Gain +1 when fighting with Weapons while blind or in total darkness(if you do not have the Shadow Walk power).
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 10, 2011, 11:33:01 PM
Blindness doesn't actually penalize Weapons rolls. Combat Sense does nothing.

And Zatoichi seems wrong to me. If the user just blindfolds himself, this stunt becomes True Aim +.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 12:17:36 AM
Blindness doesn't actually penalize Weapons rolls. Combat Sense does nothing.

And Zatoichi seems wrong to me. If the user just blindfolds himself, this stunt becomes True Aim +.

Being blind or fighting in darkness should penalize weapons.  That stunt should have a purpose.
Title: Re: Homebrew Stunts
Post by: UmbraLux on September 11, 2011, 12:26:36 AM
Being blind or fighting in darkness should penalize weapons. 
It does when it's important to the narrative - as an invoked or compelled aspect.

Regarding the stunt, the concept of "being blind means you have some sense better than sight" is rather silly.  Even the few who have learned echolocation (http://www.slate.com/id/2154696/) don't use it at combat speeds.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 12:57:17 AM
It does when it's important to the narrative - as an invoked or compelled aspect.

Regarding the stunt, the concept of "being blind means you have some sense better than sight" is rather silly.  Even the few who have learned echolocation (http://www.slate.com/id/2154696/) don't use it at combat speeds.

Rather silly to assume people can see the past, cast spells, parry bullets, walk on coals, sleep on nails, turn into wolves, lift cars, see dead people...etc.  Games require some suspension of disbelief.
Title: Re: Homebrew Stunts
Post by: UmbraLux on September 11, 2011, 01:11:35 AM
So make it a Power!  Just not a 'mortal' stunt.  :)
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 01:40:15 AM
So make it a Power!  Just not a 'mortal' stunt.  :)

Yeah, point taken... but parry everything & fire resistance are stunts.

People can do some of the things I mentioned. 

Blind Fighting is something mortals can take in most game systems.  D&D, WW, Star Wars, etc.  I maintain a system should exist for it.  Maybe it shouldn't be a mortal stunt...but many mortal stunts are pretty damn close to supernatural by this system.

-----------------------------------------------------------------------------------------------------

New Stunt Ideas: Presence -- Presence of the Alpha - Add a bonus of (+2?) whenever your physical appearance has a bearing on impressing people.

Various- (likely intimidation but I could see it helping in other situations) Thousand Yard Stare aka Eyes of the Predator aka Feral Glint: Add a bonus of (+?); to intimidation once eye contact has been established.

Survival: Actions Speak Louder Than Words - Use survival to sense deception when body laguage can be read.

The following stunts are being prepared for a Scion of Fenris I intend to play someday; hence the wolf-like theme...I don't feel they need to be powers though.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 02:11:29 AM
This one is also pretty hard to model...it sounds dumb the way I made it work...it may just be better as an aspect.  I realize that.

Animal Magnetism: Roll Survival? instead of Rapport for seduction attempts.....

Sounds flimsy...  Need help.  Maybe it truly is just better as an aspect.
Title: Re: Homebrew Stunts
Post by: computerking on September 11, 2011, 02:40:38 AM
Blindness doesn't actually penalize Weapons rolls. Combat Sense does nothing.

And Zatoichi seems wrong to me. If the user just blindfolds himself, this stunt becomes True Aim +.

I figured Zatoichi might be too far, but as for Combat Sense, I have a problem seeing why a GM wouldn't just penalize attacks instead of using a Compel in the case of Blindness, where a similar situation (Hairpin Maestro) could be looked at in the same way ("OK, you have the aspect Crappy Tools, and I compel you for a -2 to your roll").
Title: Re: Homebrew Stunts
Post by: UmbraLux on September 11, 2011, 02:44:03 AM
Blind Fighting is something mortals can take in most game systems.  D&D, WW, Star Wars, etc.  I maintain a system should exist for it.  Maybe it shouldn't be a mortal stunt...but many mortal stunts are pretty damn close to supernatural by this system.
To be clear, it's the Zatoichi stunt I think should be a Power.  It goes beyond removing negatives to giving bonuses.  And the bonus itself is too broad for a stunt anyway. 

Just my opinion of course.
Title: Re: Homebrew Stunts
Post by: computerking on September 11, 2011, 02:46:50 AM
This one is also pretty hard to model...it sounds dumb the way I made it work...it may just be better as an aspect.  I realize that.

Animal Magnetism: Roll Survival? instead of Rapport for seduction attempts.....

Sounds flimsy...  Need help.  Maybe it truly is just better as an aspect.

Hmm, Made me think of a similar one:

Animal Magnetism: Your natural charisma and confidence carry over to the Animal kingdom. Use Presence instead of Survival for Animal Handling.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 03:05:10 AM
To be clear, it's the Zatoichi stunt I think should be a Power.  It goes beyond removing negatives to giving bonuses.  And the bonus itself is too broad for a stunt anyway. 

Just my opinion of course.

Oh, well then I agree.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 11, 2011, 05:50:11 AM
It is indeed possible to run the effects of blindness as a penalty, but I think that the default assumption is for it to qualify as a compel. And I'd really not add to the list stunts which require an unusual interpretation of the rules to work.

Thousand Yard Stare is already around here someplace.

Presence Of The Alpha, both versions of Animal Magnetism, and Actions Speak Louder Than Words all seem pretty good. I'll clean them up and put them on the list unless someone objects.

Zatoichi might work as a stunt providing a benefit against an opponent who is visually impaired. Or as a reflavoured True Aim power.

Parry Everything and Fire Resistance are not meant to be supernatural at all.

Parry Everything seems that way because it is badly written.

Fire Resistance is not too unrealistic, I think. Aren't some people harder to burn than others?
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 11, 2011, 04:30:04 PM
Fire Resistance is not too unrealistic, I think. Aren't some people harder to burn than others?

Not really, no.  Everyone pretty much burns the same, sunburns and pigmentation aside.  Fire walking and such can be done by anyone who knows how, though it does help to have well calloused feet.  If you think you've seen an example where someone actually is fire resistant to some degree, there was a trick to it.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 04:50:43 PM
I mean no insult when I say that some stunts are close to supernatural.  It's a game...

Some people are so good at what they do it seems impossible.  In a game that sense of almost impossible seems overinflated...nothign wrong with it.  As opposed to the powers in the book which are normally impossible, that mortals should not have.  I see a pretty large difference.  There are lots of shades of grey in there.

The term mortal stunts - sometimes gets interpreted in such a fashion that people demand too much realism out of it.  I don't mind blurring hte lines a little.  Otherwise I have too much realism in my fantasy roleplaying game.  (too much science in my fiction so to speak.  Keep in mind I like my science as much as the next guy, but there are places it doesn't belong.)
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 11, 2011, 06:55:01 PM
Hm. Odd. Some people are harder to cut or bruise than others, but fire affects everyone equally?

Ah well. Maybe I should change that stunt to offer a bonus to Endurance for defending against heat.

And don't worry, Silverblaze. I wasn't offended. But I kinda screwed up while writing Parry Everything, and it keeps on coming back to bite me.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 07:24:35 PM
Hm. Odd. Some people are harder to cut or bruise than others, but fire affects everyone equally?

Ah well. Maybe I should change that stunt to offer a bonus to Endurance for defending against heat.

And don't worry, Silverblaze. I wasn't offended. But I kinda screwed up while writing Parry Everything, and it keeps on coming back to bite me.

If it's an issue, we can resolve it, the write up for the stunt I mean. 
Do we want it to parry thrown weapons and melee only?  Or do we want it to parry bullets? lasers, and magic?  All of the above?

Personally, I think someone good with a weapon should be able to parry a fist or a thrown knife without a stunt.

As for fire resistant: My own father used to work in a plastic production plant.  They had to handle plastic at rediculous degrees of heat.  he can still handle hot metal far better than most people I know.  I'm not sure if it applies to fire persay, but i assume he could walk through a small fire not much worse for wear. (assuming nothing combustible burst into flame etc.)

So, while scientifically human flesh has a combustion point and a metling point like everything else...and according to physics it is basically the same for everyone...tehe is no reason it can't remain a stunt.
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 11, 2011, 08:56:58 PM
Yeah, he was taking less stress from it but the consequences would have kicked in at the same time.  And it was likely only for the portions of his body that had built up heat callouses or had heat receptor nerve damage.  I can't mentally make that situation jive that well with how DFRPG handles stress vs consequences.  But then it's fantasy, so it's not going to bug me as long as it doesn't get taken to a ridiculous level.

Personally, I think armor:1 vs heat/fire would be the least complicated way to go, mechanically speaking.  Anything stronger than that and I'd say it falls into being a Power rather than a stunt.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 09:32:08 PM
Pretty sure that's how it is written on the homebrew stunt master list.

Not certain, I'll go check.

Results:

"Fireproof: You are incredibly resistant to fire and extreme heat in general. You have a natural armour score of 2 against fire."

I understand why it is 2 armor.  I could still it as a usefukl stunt at +1...but less so...

 By system, homebrew stunts are encouraged to add a larger bonus when the amount of times it will come in handy is more limited.  They are supposed to offer a smaller bonus when they are more likely to be useful.  (Weapon focus homebrew stunt, for example adds a +1) 

By extension: if fire proof was only against heat, not actual fire the bonus may be +3...since heat is usually accompanied by fire, thereby making the stunt les useful.  (i'll agree that bigge bonuses begin to lean towards supernatural.  I already went through this song and dance though.

 I'll agree to disagree on a few maaters like this if it helps.
Title: Re: Homebrew Stunts
Post by: Belial666 on September 11, 2011, 09:47:15 PM
A girl weighing eighty pounds, with skin thin enough to see most of her veins through and who never faced real hardship or major pain in her life might well faint from a minor burn in her little finger and go into shock from anything worse.
A big man weighing two hundred and eighty pounds, with thick skin and a lot insulating fat that a flu shot is hard to do, that has been burned by fire, acid, electricity, corrosive organics more than once (per burn type) and likes playing with fire, high voltage, hydroflyoric (sp?) acid and explosives on a regular basis is going to be annoyed if he, say, accidentally burns his leg on a hot iron resulting in a 3rd degree burn. The same man might be far less tough if faced with the aforementioned flu shots to the point of not having done one for over a decade.

Or so I am told...  :-[
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 10:26:56 PM
Pretty sure we're getting into a debate about science vs personal experience.  these things never go well.  I happen to know things that contradict science.  9this is where people ask me like what and try to prove me wrong.)  To be honest, I don't care what statistics say.  i've seen the law of averages basically shattered, by dice rolling.  ( not all dice are created equal yes I know.)

Bottom line, things need to be slightly fudged in games or it gets unfun and too much like work.  I'm sure plenty of people will disagree.  That's fine...but it is all so very very off topic.

Can we all agree that stunts do not have to accurately represent what can be done in real life? 

back on topic:  New Stunt: (inspired by this latest conversation)

Ultimate Arguement of Logic: Use Scholarship to make attacks in social combat.  (this might exist already)  if so...let it be used as defense in social combat?
Title: Re: Homebrew Stunts
Post by: Blackblade on September 11, 2011, 10:41:41 PM
Here's one I just thought of:

Minions, Attack (Presence): You might not be good at fighting people, but you sure know how to point at a target.  You can use Presence as an attack in physical conflict so long as you have at least one minion for each point of Presence you have.  The weapons value of the attack is determined by the weakest weapon any of you minions are using.  This does not allow you to make spray or zone-wide attacks.  This stunt requires the Contacts stunts "The Boss" and "Minions."

Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 10:50:37 PM
Here's one I just thought of:

Minions, Attack (Presence): You might not be good at fighting people, but you sure know how to point at a target.  You can use Presence as an attack in physical conflict so long as you have at least one minion for each point of Presence you have.  The weapons value of the attack is determined by the weakest weapon any of you minions are using.  This does not allow you to make spray or zone-wide attacks.  This stunt requires the Contacts stunts "The Boss" and "Minions."

Does it take up the actions of the mintions that round?
Title: Re: Homebrew Stunts
Post by: Blackblade on September 11, 2011, 10:56:58 PM
Does it take up the actions of the mintions that round?

No.  While the minions are the ones doing the actual shooting in the narrative, mechanically, it's the player who's making the attack.  If the minions would normally get their own turns in the exchange, they would keep them.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 11, 2011, 11:53:04 PM
I'd be mildly hesitant to allow it.  Socialites can be good at combat without turning social skills into combat skills.  I don't make the decisions on what gets added to the Master list, but I don't think I'd let it fly if I ran a game.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 12, 2011, 03:37:32 AM
I think we already have Scholarship social stunts. If not, I'll add some.

And watch what you say about statistics. It happens to be my field of study.

The mechanical effects of Parry Everything are fine. The description, however, implies physically impossible things. So it needs to change.

I wasn't sure about whether Fireproof should have been armour 1 or 2. That one was a toss-up.

I kinda like Minions, Attack! but it doesn't work very well if the minions are fully statted characters. If they're background fluff, then it's fine. I guess I could rewrite it so that the minions are treated as equipment rather than characters. Actually, I think I'll do that. I'd like to have some more stunt trees on the list.

But first: why would you not allow it, Silverblaze? I'm willing to be convinced here.

PS: Are you speaking from personal experience, Belial?
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 12, 2011, 04:09:38 AM
I think we already have Scholarship social stunts. If not, I'll add some.

And watch what you say about statistics. It happens to be my field of study.

The mechanical effects of Parry Everything are fine. The description, however, implies physically impossible things. So it needs to change.

I wasn't sure about whether Fireproof should have been armour 1 or 2. That one was a toss-up.

I kinda like Minions, Attack! but it doesn't work very well if the minions are fully statted characters. If they're background fluff, then it's fine. I guess I could rewrite it so that the minions are treated as equipment rather than characters. Actually, I think I'll do that. I'd like to have some more stunt trees on the list.

But first: why would you not allow it, Silverblaze? I'm willing to be convinced here.

PS: Are you speaking from personal experience, Belial?

I sort of feel it would be like letting a mainly mental character attack people with just discipline or conviction if a stunt is taken.(MIND BULLETS!)  Making Combat skills useless, or far less useful.  It is better to play a far more interesint socialite or scholar and kill people with social or mental prowess. (Yes I know the powers that add to physical powers do not apply to social or mental skills, but it still seems to be making combat skills (or playing a well rounded character for that matter)
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 12, 2011, 04:34:41 AM
I sort of feel it would be like letting a mainly mental character attack people with just discipline or conviction if a stunt is taken.(MIND BULLETS!)  Making Combat skills useless, or far less useful.  It is better to play a far more interesint socialite or scholar and kill people with social or mental prowess. (Yes I know the powers that add to physical powers do not apply to social or mental skills, but it still seems to be making combat skills (or playing a well rounded character for that matter)

Yeah, it may be a bit of a stretch but it's funny.  Personally, I don't see a problem with allowing limited mental and social additions to combat situations.  A good leader can make a world of difference in a battle, social.  The military has plenty of people dedicated to psy-ops, mental.

So, maneuvers, sure.  We've got thousands of years of actual, non-fiction history to back up either.  I'd put a limit on it though because there's only so much mental or social interaction combatants brains can process while trying to keep themselves inside their skulls, beyond that it'll just be noise.

Actually inflicting stress?  Nah, unless there's a lull in the combat nobody cares enough about what's being said to put stress on anyone directly with words.  Someone trying to kill you is way more stressful than just about anything that can be said.  Consequences, maybe.  They could show up after the fight but I can't buy inflicting social or mental consequences in combat without an extremely compelling, situational argument.  Supernatural powers aside of course.
Title: Re: Homebrew Stunts
Post by: Blackblade on September 12, 2011, 05:05:42 AM
I think the Minions, Attack! stunt may be being misinterpreted; the person with the stunt isn't causing damage with words; he telling his minions who to shoot, and they're the ones that cause the damage.  It is simply being modeled as an attack with presence.  With the prerequisite stunts, this ability would cost three refresh, which should prevent social-heavy characters from taking it "just to optimize." Furthermore, while you it would let you attack with Presence, you wouldn't be able to defend with it, meaning that pure-social characters would still have a rough time in a fight.  As a final note, this ability could be easily counteracted by killing enough of the (presumably low-powered) minions.  I think there are enough balances on it that it could be used fairly.

Title: Re: Homebrew Stunts
Post by: Silverblaze on September 12, 2011, 05:23:29 AM
Still uses a social skill for combat yes?
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 12, 2011, 08:39:30 AM
Pretty valid use though.  Consider Minions Attack vs invoking a -1 Presence or Intimidation stunt to do an extremely valid, even in combat, social maneuver on your minions.

With a Supreme +5 Presence, that's a max of 11 points of stress with Minions Attack, assuming a low end of weapon 2.  Using a maneuver to put Inspired, Enraged, or More Afraid of the Boss Than the Players (which could have just as easily been done right before combat) would guarantee you +2 off the tag and another +2 on every FP a minion dropped to Invoke.  And that's if you only use them for the +2 on attacks; invoked even remotely creatively, they could be a heck of a lot more effective than that.

One-on-one, I'm inclined to agree that most social skills don't have much place in combat but when commanding groups, they absolutely do.
Title: Re: Homebrew Stunts
Post by: ways and means on September 12, 2011, 09:24:17 AM
Don't forget Intimidation even in the book they admit that it has a place in physical combat where it can do social and mental stress.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 12, 2011, 06:28:51 PM
If people like it that's cool.  I think this comes down to my one problem with the system.  I also think my opinion on the system has little place in this thread.  I'll agree I can see how social and mentals skills can be used in combat.  I don't like them causing direct stress essentially replacing combat skills.

I decided to include my opinion  on the system in a spoiler tag so those who don't care can skip it. 

(click to show/hide)
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 12, 2011, 07:44:47 PM
I can sympathize with Silverblaze's viewpoint, but I think he or she is taking it too far.

There is no need for worry about someone using this to optimize, given that there will almost always always be better options.

And that Discipline stunt example is probably less useful than a point of Refinement.

So, yeah, I'll add this.

PS: The character relying on this will be vastly worse at combat than a combat monkey. Like, it won't even be close. Or even close to close.
PPS: It takes quite a few stunts to substitute one skill fully for another. Enough that the guy with one or two catch-all skills is actually not spending his Refresh very well.
PPPS: Discipline is possibly the best combat skill in the game.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 12, 2011, 08:00:10 PM
I know the combat monkey will be better, but his combat skill doesn't help him in social situations or mental acuity.  Adding an attack trapping to a mental or social skill is generally more useful in more circumstances.  Not necessarily more powerful, just more versatile.  That's in truth my issue.

I'm convinced it won't break the game.  I never really thought it would.  I just didn't care for it.  There's lots I don't care for.  It isn't a bad stunt.  I just don't like it.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 12, 2011, 08:05:42 PM
But you not liking it seems to be founded upon concerns of game balance.

Am I wrong in that?

PS: Would you allow a stunt letting you threaten someone with a gun with Guns?
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 12, 2011, 08:11:17 PM
Yes, yes I would.  Sounds hypocritical I know, but I feel in general combat skills were created to be limited in scope because they were useful in combat.  There are only 4 attack skills . (discipline, guns, weapons, fists...athletics sorta)

Game balance isn't my issue, it's making the few combat skills less useful, by letting any skill (any at all) cause stress/consequences.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 12, 2011, 08:39:29 PM
After some thought I realized the following.  I'm used to systems where combat is combat and social/mental are in their own category...helping in combat, but not directly.  That is my flaw not the stunt.

I have issue with the system, not the stunt.  By system, the stunt is fine.  It is actually quite clever.  Well done. 

I can admit when I'm wrong, despite, being a gamer, and stubborn.  That said, I did find some questions about it.

If all the minions have inhuman strength or big weapons or...both does the inhuman strength add?  Since the minion is doing damage not the presence?  If the weaker minions die does the attack strength of the presence roll go up?

I still see some abuse for a WCV with good speed and toughness being a mean opponent without needing actualy combat skills, but i suppose that's the system at work...not the stunt.

I maintain my opinions, but I'll say I was wrong, mostly...
Title: Re: Homebrew Stunts
Post by: computerking on September 12, 2011, 11:11:07 PM
Might
Muscle-brained: Your concentration on all things physical has left you numb between the ears. Good for you that numb things don't feel much pain! Use Might instead of Conviction to determine mental Stress.

(Utterly ridiculous, I know, but just look at Schwartzenegger's early career...)

Title: Re: Homebrew Stunts
Post by: ways and means on September 12, 2011, 11:42:22 PM
Talking with Fists (Fists) You can use your fist skill for the threats trapping of intimidate.
Talking with Swords (weapons) You can use your weapons skill for the threats trapping of intimidate.
Talking with Guns (Guns) You can use your Gun skill for the threats trapping of intimidate.
Title: Re: Homebrew Stunts
Post by: Magus Black on September 13, 2011, 02:56:06 AM
Alertness
Notice Tell: You  may use Alertness to defend against Deceit.
Master of the Tell: When defending against Deceit’s “Falsehood &Deception” with “Notice Tell” you get a +2 to social defense.
Primitive Tracker: You may use the Survival skill’s “Tracking” trapping with Alertness.
Inspector: You may use the Investigation skill’s “Examination” trapping with Alertness.
Notice the Unseen: +3 to “Passive  Alertness” to notice things either invisible or veiled.

Weapons
Mirror Stance:
When defending with the weapon skill, if the attacker is attacking with the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their attack roll.
Reflection Shatters the Mirror: When attacking with the weapon skill, if the defender is attacking with  the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their defense roll.
Two-Handed Training: When using a melee weapon in both hands add half (rounded up) to the weapons damage total. (EX: A Weapon 2 becomes Weapon 3 and Weapon 3 becomes Weapon 5)
Old School Archer: You may use Weapons instead of Guns to attack with bows and crossbows.
Legendary Archer: When using a bow or crossbow with “Old School Archer” you can attack up to an additional 2 zones away.
Focused Strike: You can use the “Aiming” trapping with the Weapon skill for all weapons.

Stealth
Silent Tank:
When wearing armor you suffer no penalty to stealth rolls and your armor cannot be tagged to alert others to your presence.

Burglary
I Lupin!: When spending a fate point to increase the results of any Burglary roll the bonus provided increases to +4.
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 13, 2011, 03:27:28 AM
I can admit when I'm wrong, despite, being a gamer, and stubborn.

Take it back! You'll have us thinking people on the Internet aren't all /b/tards if you go being all rational.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 13, 2011, 04:14:06 AM
Yeah, what The Mighty Buzzard said.

Anyway, I was thinking that the weapon rating of the attack could depend on the minion quality. Normal unarmed guys are weapon 0, trained soldiers with guns are weapon 3, a team of Uber-Ghouls is weapon 6.

Lots of new stunts, yay!

It's nice to see that I'm not working alone.

Will provide more detailed feedback soon.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 13, 2011, 05:08:58 PM
Take it back! You'll have us thinking people on the Internet aren't all /b/tards if you go being all rational.

Best. Post. Ever.

Aside from that I like a lot of the new stunts.  Some may have already been added to the list with a different name though.
Focused Strike: I think I like, but it sounds clunky.  Taking aim in melee combat sounds rough - interesting though.

New One:
Unorthodox Fighting: (weapons or fists) People with formal training are less able to defend against your tom foolery in combat.  Gain a +1 so (skill) against opponents who learned strictly to adhere to styles or formal training.

Give as Good as I Get: (this stunt is likely over powered, but it sounded good on paper) In close combat only, by spending a Fate point and only once per scene; (weapons or fists) sacrifice your defense skill (roll at mediocre) to force your opponent to do the same (essentially attacking at the same time).
Title: Re: Homebrew Stunts
Post by: polkaneverdies on September 13, 2011, 11:01:20 PM
Rework of the much maligned "parry everything".

Footwork: Extensive training with melee weapons has taught you how to move your body to attack and defend. With skilled footwork you can parry or avoid anything your opponents throw at you. Use Weapons to defend against anything that athletics can.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 14, 2011, 01:53:17 AM
Footwork is indeed better than Parry Everything. Thanks, polka.

But it seem as though it ought to work unarmed. Which it shouldn't. Ideas on how to fix that?

Talking With X stunts look fine. Will add them if they aren't already on the list.

Muscle Brained is too much of a stretch as written. But I think I might be able to hammer it into something reasonable.

Unorthodox Fighting looks good.

Give As Good As I Get should probably be rewritten as a mixture of Swing For The Fences, Riposte, and Killer Blow. But it could work.

Magus Black's Alertness set looks good, although I think some of it might be redundant.

I Lupin! is pretty good, although I'd like it better if it either was linked to a specific aspect or was not linked to invocations at all.

Silent Tank would be very good if it were unambiguously clear that armour inflicts a Stealth penalty. But it isn't clear. I guess it's a reasonable assumption though.

I don't think that Focused Strike does anything. You can already maneuver for aim-based aspects with Weapons.

I think that Old School Archer is already on the list under the name "Bows Are Weapons".

Legendary Archer looks fine to me.

The mirror charms are kinda weird in that they inflict penalties. Bonuses are normally the way to go in this game. Why penalties in this case?

Also, Reflection Shatters The Mirror should probably only give 1 shift of effect. It boosts attacks, after all.

Two-Handed Training has the same problems as Off-Hand Weapon Training. I think it might be better as a standard +2 stress bonus.
Title: Re: Homebrew Stunts
Post by: Blackblade on September 14, 2011, 02:20:49 AM
Footwork is indeed better than Parry Everything. Thanks, polka.

But it seem as though it ought to work unarmed. Which it shouldn't. Ideas on how to fix that?

Maybe you could add some flavor text about how your balance is thrown off without the weight of your weapon in your hand.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 14, 2011, 02:23:27 AM
Sounds good.

I mean, it's an obvious attempt to nerf the stunt. But when you're nerfing something, you might as well be obvious about it.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 14, 2011, 03:12:02 AM
Not really a nerf.  Just making it work as intended.  BTW pretty sure Fists has a stunt by the same name that does the same thing...so you don't really have to nerf it.  Just include that the skill must be chosen each time hte stunt is taken.
Title: Re: Homebrew Stunts
Post by: computerking on September 14, 2011, 04:44:01 PM
Is there a similar thread to this for Powers? And is someone as coordinated as Sanctaphrax doing the upkeep?
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 14, 2011, 07:44:31 PM
There is no one as coordinated as Sanctaphrax.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 14, 2011, 11:03:09 PM
There is no one as coordinated as Sanctaphrax.

Also there is a powers list like this.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 15, 2011, 02:25:56 AM
Aw, thanks.

Anyway, there is a powers list like this.

It's being made by someone exactly as coordinated as me: me.

But it's still a work in progress.

I've collected pretty much every custom power from the board (except for recently made ones), but I'm only about 1/4 done editing them.

Haven't been doing much with that list lately, actually. I had some computer trouble and by the time that was sorted I was in the middle of other stuff.

Will get back to it once I've updated this list and written up a new version of Spirit Form.

http://www.jimbutcheronline.com/bb/index.php/topic,25794.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,25794.0.html)
Title: Re: Homebrew Stunts
Post by: Magus Black on September 16, 2011, 12:19:15 AM
I Lupin! is pretty good, although I'd like it better if it either was linked to a specific aspect or was not linked to invocations at all.

Is that because it its too weak or too strong?


I don't think that Focused Strike does anything. You can already maneuver for aim-based aspects with Weapons.

Oh you can? Then its got no use unless we make it grants an extra +2 to the maneuver. Otherwise scrap it.

I think that Old School Archer is already on the list under the name "Bows Are Weapons".

But that version doesn’t allow crossbows, *sad panda* why does every hate crossbows.

The mirror charms are kinda weird in that they inflict penalties. Bonuses are normally the way to go in this game. Why penalties in this case?

Well we’ve seen some stunts in “Our World” that use penalties to apply to the player for greater benefits, so I didn’t think that making stunts that penalize your opponents would be to far of a stretch. Plus, unfortunately for mortals, “Mortal Stunts” don’t normally stack (unlike their much more powerful big brother Powers) so the mortals need to find ways around that problem, in this case a negative modifier to an enemy effectively stacks with any positive modifiers you have…and Pure Mortals need all the help they can get to stay relevant against supernatural threats (especially at high Refresh).

Also, Reflection Shatters The Mirror should probably only give 1 shift of effect. It boosts attacks, after all.

Technically it penalizes their defense rolls, not boosts your attack roll. But I did wonder a bit on whether if -1 or -2 was more appropriate since it is more dependant on the Game Master than other stunts due to the fact that the opponent needs to use a similar weapon as the character. Plus the penalty vanishes if drop the ’mirror weapon’ and pick up another one (or goes at you without one), making it easy to get rid of. Use which you think is more appropriate.

Two-Handed Training has the same problems as Off-Hand Weapon Training. I think it might be better as a standard +2 stress bonus

If one exists so must others. Also, unless I’m reading it wrong, things like Off-Hand Training are among the few stunts that stack with other Mortal Stunts that do the same thing in different ways since the bonus is determined by other factors and not simply a +1 or +2 (which would not stack). At least that’s how I read it, if wrong than being a Pure Mortal almost unplayable at mid-Refresh levels.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 16, 2011, 01:51:44 AM
Crossbows are likely already handled under guns or bows.  I think it's just assumed.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 16, 2011, 05:53:22 AM
Ah, so you have an agenda! You want to enable further stunt-stacking!

I don't like your approach to this, I'm afraid. If you want stunts to stack, make 'em stack. Don't sneak around and try to find loopholes.

The rules are written as they are for a reason. Ignoring their spirit while following their letter is not good.

The ceiling on mortal power is lower. But it isn't actually low. I'd say the problems start around...15 refresh or so.

Mortals remain totally viable without stunt stacking at all canon power levels, I think. I haven't actually tested this, but I'm pretty sure that a combat-focused mortal will kill a combat-focused wizard in 1 vs 1 duel in a white room at Chest Deep level almost every time.

It's not really necessary to have the highest numbers, as long as you have more FP.

Bows Are Weapons works for crossbows. Will make that clearer.

I Lupin! is neither too weak nor too strong. It's just a bit weird.

As long as an opponent will have the same weapon as you sometimes, whether the GM or the player controls it really does not matter. Besides, you can always carry a bunch of different weapons.
Title: Re: Homebrew Stunts
Post by: ways and means on September 19, 2011, 09:32:00 PM
Chanter (Discipline) When using a chant or poem to help focus before a spell (a discipline manoeuvre) gain a +2 to discipline on top of the manoeuvre bonus (for a total +4) but when attempting to cast a spell without such a manoeuvre suffer a -2 penalty to their casting roll. 

(a stunt for people wanting the casting time and chanting of spells.)
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 24, 2011, 02:06:31 AM
You know, I support the creation of stunts that apply to powers. But this strikes me as too supernatural. It modifies a person's spellcasting capabilities directly rather than improving the mortal capabilities that apply to them. So this would probably work better as a power.

There are a few stunts on the master list right now that could meet with the same criticism, as it happens. I should do something about that...

Or maybe not. Some of those stunts wouldn't really work as powers. Eh.

Next post will contain reformats of more stunts.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 24, 2011, 05:13:58 AM
More rewrites.

I have now finished everything between my last list update and reply #189 of this thread.

But I still have a lot of material to add, since people have come out with a lot since then.

I figure that upgrading Armed Arts to cover all weapons would take three stunts, so the renamed Eskrima tree is three stunts long.

Weapons

Jump Attack: (Requires Fight By Jumping) It's not easy to attack as you land a jump, but you're pretty good at it. Add one to your Weapons skill when making an attack in which an aspect created through Fight By Jumping is tagged.
Gravity Helps: (Requires Fight By Jumping) It stands to reason that an attack with the weight of a falling body behind it will deal more damage than one made on the ground. When you tag an aspect created through Fight By Jumping to boost a Weapons attack, that attack inflicts two additional stress.
Weapon Mastery: It's easier to defend yourself when you are using your weapon of choice. Pick a type of weapon. When using that type of weapon to make a defense roll, add two to your Weapons skill.
Perfect Parry: You are a master of not attacking anyone in a fight. Add two to your Weapons defense rolls when taking a full defense action. This stacks with the normal benefits provided by full defense.
My Body Is A Weapon: You not only know how to wield weapons, you know how to move like one. You may make use your Weapons skill to make unarmed attacks.
Superior Weapon Body: (Requires My Body Is A Weapon) You not only know how to move like a weapon, you know how to block hits like one. You may use your Weapons skill to defend unarmed.
Perfected Weapon Body: (Requires Superior Weapon Body) You not only know how to block hits like a weapon, you know how to be one. You may use all of your Weapons stunts without penalty while unarmed.
Precision Strike: You know where to hit, and how to make it count. Successful Weapons maneuvers that you make are treated as though their thresholds of success were two higher than they actually were.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 25, 2011, 05:39:06 AM
-1: Professional Detective: Add Sleuthing trapping to Investigation **(This is a prerequisite for)
-1: **Make them slip up: You are adept at angering your suspect just enough to make him/her say something they wouldn't have normally. Roll Investigation for Provocation when questioning someone (not for random insults)
-1: **Little Lies: Lying is easier the closer to the truth it is. Roll Investigation for Falsehood and Deception when part of a truth is in the lie
-1: **It’s part of the job: Sometimes looking like someones else is just part of the job. Roll Investigation for creating a disguise (not sure about what the limit on this would be)
-1: **Look behind you…: Following someone is easy, doing it without their knowledge is the trick, and you've got that trick down. Roll Investigation for Shadowing when following a suspect
-1: **I will find out what I want to know: Roll Investigation for Interrogation when interrogating a suspect


Craftsmanship:

Big Pocking Wrench: + 1 to Fixing & +1 to Breaking when Portella uses his Big Pocking Wrench.

(John Ringo "Empire of Man" reference)

Scavenger: -2 time shifts on Building and Fixing when you have access to equipment (functional or not) that might reasonably supply parts for whatever it is you're trying to build or fix.  Note: They don't work after they've been scavenged.

AKA "Kit Bashing"

Automotive Genius: +2 to all craftsmanship rolls related to cars.  This bonus drops off as you get further and further away from cars.  It might provide a +1 when working with a Semi Trailer, and no benefit at all when working on an Abrams.


Weapons-

Combat sense: You have learned to compensate for a loss of sight in battle. If Blinded or otherwise rendered unable to see during a fight, reduce penalties for fighting with Weapons by 2. This only counts during an ongoing fight, if entering a fight already blinded, this stunt does not count.
 
Zatoichi: You have so thoroughly trained in vision-deprived combat that you are more attuned to using your other senses to fight with. Gain +1 when fighting with Weapons while blind or in total darkness(if you do not have the Shadow Walk power).


New Stunt Ideas: Presence -- Presence of the Alpha - Add a bonus of (+2?) whenever your physical appearance has a bearing on impressing people.

Various- (likely intimidation but I could see it helping in other situations) Thousand Yard Stare aka Eyes of the Predator aka Feral Glint: Add a bonus of (+?); to intimidation once eye contact has been established.

Survival: Actions Speak Louder Than Words - Use survival to sense deception when body laguage can be read.

Animal Magnetism: Roll Survival? instead of Rapport for seduction attempts.....

Animal Magnetism: Your natural charisma and confidence carry over to the Animal kingdom. Use Presence instead of Survival for Animal Handling.


Minions, Attack (Presence): You might not be good at fighting people, but you sure know how to point at a target.  You can use Presence as an attack in physical conflict so long as you have at least one minion for each point of Presence you have.  The weapons value of the attack is determined by the weakest weapon any of you minions are using.  This does not allow you to make spray or zone-wide attacks.  This stunt requires the Contacts stunts "The Boss" and "Minions."


Might
Muscle-brained: Your concentration on all things physical has left you numb between the ears. Good for you that numb things don't feel much pain! Use Might instead of Conviction to determine mental Stress.


Talking with Fists (Fists) You can use your fist skill for the threats trapping of intimidate.
Talking with Swords (weapons) You can use your weapons skill for the threats trapping of intimidate.
Talking with Guns (Guns) You can use your Gun skill for the threats trapping of intimidate.


Alertness
Notice Tell: You  may use Alertness to defend against Deceit.
Master of the Tell: When defending against Deceit’s “Falsehood &Deception” with “Notice Tell” you get a +2 to social defense.
Primitive Tracker: You may use the Survival skill’s “Tracking” trapping with Alertness.
Inspector: You may use the Investigation skill’s “Examination” trapping with Alertness.
Notice the Unseen: +3 to “Passive  Alertness” to notice things either invisible or veiled.

Weapons
Mirror Stance: When defending with the weapon skill, if the attacker is attacking with the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their attack roll.
Reflection Shatters the Mirror: When attacking with the weapon skill, if the defender is attacking with  the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their defense roll.
Two-Handed Training: When using a melee weapon in both hands add half (rounded up) to the weapons damage total. (EX: A Weapon 2 becomes Weapon 3 and Weapon 3 becomes Weapon 5)
Old School Archer: You may use Weapons instead of Guns to attack with bows and crossbows.
Legendary Archer: When using a bow or crossbow with “Old School Archer” you can attack up to an additional 2 zones away.
Focused Strike: You can use the “Aiming” trapping with the Weapon skill for all weapons.

Stealth
Silent Tank: When wearing armor you suffer no penalty to stealth rolls and your armor cannot be tagged to alert others to your presence.

Burglary
I Lupin!: When spending a fate point to increase the results of any Burglary roll the bonus provided increases to +4.


Unorthodox Fighting: (weapons or fists) People with formal training are less able to defend against your tom foolery in combat.  Gain a +1 so (skill) against opponents who learned strictly to adhere to styles or formal training.

Give as Good as I Get: (this stunt is likely over powered, but it sounded good on paper) In close combat only, by spending a Fate point and only once per scene; (weapons or fists) sacrifice your defense skill (roll at mediocre) to force your opponent to do the same (essentially attacking at the same time).


Footwork: Extensive training with melee weapons has taught you how to move your body to attack and defend. With skilled footwork you can parry or avoid anything your opponents throw at you. Use Weapons to defend against anything that athletics can.

Chanter (Discipline) When using a chant or poem to help focus before a spell (a discipline manoeuvre) gain a +2 to discipline on top of the manoeuvre bonus (for a total +4) but when attempting to cast a spell without such a manoeuvre suffer a -2 penalty to their casting roll. 
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 25, 2011, 05:43:05 AM
Athletics

Evasion: Like the members of certain character classes from Dungeons And Dragons (version 3.5), you have an amazing ability to remain unharmed when caught within the area of effect of an explosion. Add two to your Athletics-based defence rolls against area attacks.
Unhindered Defences: Armour and weapons are wonderful things, but they tend to slow a fellow down. So you don't carry weapons or wear armour. Add two to your Athletics defence rolls as long as you are unarmed and unarmoured.
Land On Your Feet: Like a cat, you are able to fall from great heights without great harm. When making an Athletics roll to resist falling damage, do not halve the result before converting it to armour.
Spring-Heeled: Maybe you don't actually have springs in your heels, but it sure looks as though you do. Add two to your Athletics skill when using it to jump.
Fight By Jumping: (Requires Spring-Heeled) It is normally a very bad idea to jump up high while fighting, but you make it work. Increase your Athletics skill by a further two when making a jump-based maneuver in combat, but all aspects created this way are automatically fragile.
Out Of Reach: (Requires Fight By Jumping) It isn't easy to hit a guy who's five feet above your head. So long as you possess an aspect created through Fight By Jumping, add two to your defence rolls against melee attacks.
The §$%& Bastard Will Not Escape: Nobody gets away from you. Add two to your Athletics skill when using it to chase someone.

Conviction

Lay On Hands: Faith healing actually works. At least, it does for you. Use your Conviction skill instead of your Scholarship skill for medical treatment.
Force Of Will: Emotional manipulation isn't just a trick; it's a direct exercise of your will. Use your Conviction skill instead of your Deceit skill with your Incite Emotion power.
Actual Priest: You are an actual priest, which means that you need to know some religious doctrine. Use your Conviction skill to determine your religious knowledge.

Craftsmanship

Sneaky Bastard: You are an expert in the subtle art of booby-trapping an area. If given time to prepare a location, you may create traps in that location. Activating a trap is an attack that uses your Craftsmanship skill, with a weapon rating that depends on what the trap consists of. Traps may be activated at any distance that seems reasonable, and they do not necessarily have to be single-use.

Deceit

I'm Your Friend: You are a very convincing fake friend. Add two to your Deceit skill when feigning friendliness or loyalty.
Dishonest Persuasion: If being charming doesn't make people do what you want them to do, lie your ass off. You may use your Deceit skill instead of your Rapport skill in order to make social attacks based off of persuasion.
"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when faking good intentions.

Discipline

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.

Endurance

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.

Intimidation

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 able to force prolonged eye contact with your target.
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. Add two to your Intimidation skill when you have subordinates present.
Stirrer: You are very good at stirring up conflict amongst other people. Add to two to your intimidate skill when attempting to get one person angry with another.

Lore

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

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

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

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.

Scholarship

I Have Lived History: You know the history of the world very well because you were around for most of it. Add two to your Scholarship skill when using it for knowledge of the past.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Scholarship. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Scholarship skill.

Weapons

Jump Attack: (Requires Fight By Jumping) It's not easy to attack as you land a jump, but you're pretty good at it. Add one to your Weapons skill when making an attack in which an aspect created through Fight By Jumping is tagged.
Gravity Helps: (Requires Fight By Jumping) It stands to reason that an attack with the weight of a falling body behind it will deal more damage than one made on the ground. When you tag an aspect created through Fight By Jumping to boost a Weapons attack, that attack inflicts two additional stress.
Weapon Mastery: It's easier to defend yourself when you are using your weapon of choice. Pick a type of weapon. When using that type of weapon to make a defense roll, add two to your Weapons skill.
Perfect Parry: You are a master of not attacking anyone in a fight. Add two to your Weapons defense rolls when taking a full defense action. This stacks with the normal benefits provided by full defense.
My Body Is A Weapon: You not only know how to wield weapons, you know how to move like one. You may make use your Weapons skill to make unarmed attacks.
Superior Weapon Body: (Requires My Body Is A Weapon) You not only know how to move like a weapon, you know how to block hits like one. You may use your Weapons skill to defend unarmed.
Perfected Weapon Body: (Requires Superior Weapon Body) You not only know how to block hits like a weapon, you know how to be one. You may use all of your Weapons stunts without penalty while unarmed.
Precision Strike: You know where to hit, and how to make it count. Successful Weapons maneuvers that you make are treated as though their thresholds of success were two higher than they actually were.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 25, 2011, 05:46:16 AM
Nothing to see here, folks.

Just gathering stunts in preparation for the next list update.

The stuff in reply #258 needs to be rewritten and reformatted, while the stuff in reply #259 is mostly finished.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 26, 2011, 05:45:00 AM
Sorting...

Alertness

Notice Tell: You  may use Alertness to defend against Deceit.
Master of the Tell: When defending against Deceit’s “Falsehood &Deception” with “Notice Tell” you get a +2 to social defense.
Primitive Tracker: You may use the Survival skill’s “Tracking” trapping with Alertness.
Inspector: You may use the Investigation skill’s “Examination” trapping with Alertness.
Notice the Unseen: +3 to “Passive  Alertness” to notice things either invisible or veiled.

Burglary

I Lupin!: When spending a fate point to increase the results of any Burglary roll the bonus provided increases to +4.

Craftsmanship 

Big Pocking Wrench: + 1 to Fixing & +1 to Breaking when Portella uses his Big Pocking Wrench. (John Ringo "Empire of Man" reference)
Scavenger: -2 time shifts on Building and Fixing when you have access to equipment (functional or not) that might reasonably supply parts for whatever it is you're trying to build or fix.  Note: They don't work after they've been scavenged. AKA "Kit Bashing"
Automotive Genius: +2 to all craftsmanship rolls related to cars.  This bonus drops off as you get further and further away from cars.  It might provide a +1 when working with a Semi Trailer, and no benefit at all when working on an Abrams.

Discipline

Chanter (Discipline) When using a chant or poem to help focus before a spell (a discipline manoeuvre) gain a +2 to discipline on top of the manoeuvre bonus (for a total +4) but when attempting to cast a spell without such a manoeuvre suffer a -2 penalty to their casting roll.

Fists

Talking with Fists (Fists) You can use your fist skill for the threats trapping of intimidate.
Unorthodox Fighting: (weapons or fists) People with formal training are less able to defend against your tom foolery in combat.  Gain a +1 so (skill) against opponents who learned strictly to adhere to styles or formal training.
Give as Good as I Get: (this stunt is likely over powered, but it sounded good on paper) In close combat only, by spending a Fate point and only once per scene; (weapons or fists) sacrifice your defense skill (roll at mediocre) to force your opponent to do the same (essentially attacking at the same time).

Guns

Talking with Guns (Guns) You can use your Gun skill for the threats trapping of intimidate.

Intimidation

Various- (likely intimidation but I could see it helping in other situations) Thousand Yard Stare aka Eyes of the Predator aka Feral Glint: Add a bonus of (+?); to intimidation once eye contact has been established.

Investigation

-1: Professional Detective: Add Sleuthing trapping to Investigation **(This is a prerequisite for)
-1: **Make them slip up: You are adept at angering your suspect just enough to make him/her say something they wouldn't have normally. Roll Investigation for Provocation when questioning someone (not for random insults)
-1: **Little Lies: Lying is easier the closer to the truth it is. Roll Investigation for Falsehood and Deception when part of a truth is in the lie
-1: **It’s part of the job: Sometimes looking like someones else is just part of the job. Roll Investigation for creating a disguise (not sure about what the limit on this would be)
-1: **Look behind you…: Following someone is easy, doing it without their knowledge is the trick, and you've got that trick down. Roll Investigation for Shadowing when following a suspect
-1: **I will find out what I want to know: Roll Investigation for Interrogation when interrogating a suspect

Might

Muscle-brained: Your concentration on all things physical has left you numb between the ears. Good for you that numb things don't feel much pain! Use Might instead of Conviction to determine mental Stress.

Presence

New Stunt Ideas: Presence -- Presence of the Alpha - Add a bonus of (+2?) whenever your physical appearance has a bearing on impressing people.
Animal Magnetism: Your natural charisma and confidence carry over to the Animal kingdom. Use Presence instead of Survival for Animal Handling.
Minions, Attack (Presence): You might not be good at fighting people, but you sure know how to point at a target.  You can use Presence as an attack in physical conflict so long as you have at least one minion for each point of Presence you have.  The weapons value of the attack is determined by the weakest weapon any of you minions are using.  This does not allow you to make spray or zone-wide attacks.  This stunt requires the Contacts stunts "The Boss" and "Minions."

Stealth

Silent Tank: When wearing armor you suffer no penalty to stealth rolls and your armor cannot be tagged to alert others to your presence.

Survival

Survival: Actions Speak Louder Than Words - Use survival to sense deception when body laguage can be read.
Animal Magnetism: Roll Survival? instead of Rapport for seduction attempts.....

Weapons

Combat sense: You have learned to compensate for a loss of sight in battle. If Blinded or otherwise rendered unable to see during a fight, reduce penalties for fighting with Weapons by 2. This only counts during an ongoing fight, if entering a fight already blinded, this stunt does not count.
Zatoichi: You have so thoroughly trained in vision-deprived combat that you are more attuned to using your other senses to fight with. Gain +1 when fighting with Weapons while blind or in total darkness(if you do not have the Shadow Walk power).
Mirror Stance: When defending with the weapon skill, if the attacker is attacking with the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their attack roll.
Reflection Shatters the Mirror: When attacking with the weapon skill, if the defender is attacking with  the same type of weapon (knife, sword, club, etc.) as the you they suffer a -2 to their defense roll.
Two-Handed Training: When using a melee weapon in both hands add half (rounded up) to the weapons damage total. (EX: A Weapon 2 becomes Weapon 3 and Weapon 3 becomes Weapon 5)
Old School Archer: You may use Weapons instead of Guns to attack with bows and crossbows.
Legendary Archer: When using a bow or crossbow with “Old School Archer” you can attack up to an additional 2 zones away.
Focused Strike: You can use the “Aiming” trapping with the Weapon skill for all weapons.
Footwork: Extensive training with melee weapons has taught you how to move your body to attack and defend. With skilled footwork you can parry or avoid anything your opponents throw at you. Use Weapons to defend against anything that athletics can.
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 26, 2011, 08:17:55 PM
Any chance you have these in a non-separated into multiple posts format?  Like say a text/word/etc... document on your computer somewhere?  If not, I'll eventually get them all together and stick them in some sort of one-stop shopping distribution method but I've got a Slacking of Great.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 26, 2011, 09:42:51 PM
I've got a word document.

Would you like me to email it to you?
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 26, 2011, 10:11:59 PM
Actually, I'd like to figure out a good permalink to the latest version in the first post and/or an automated update system.  If the target audience were all computer geeks, I'd say svn would be the way to go.  Dropbox or similar might work better for for this crowd though.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 26, 2011, 10:27:23 PM
I don't know enough about computers to do that.

I guess I could try using Google Documents. Upload the list and link to it. Never done that before, but Google stuff tends to be easy to use.

No idea how to make it auto-update.

But with one list on the boards and one on the wiki, I'm not exactly sure what the point of a third list would be.
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 26, 2011, 11:04:08 PM
Well, Dropbox is simple enough to learn in very little time and the files update themselves on everyone's computer every time you save them.  But if you prefer I can take weekly, or whatever, email drops of them and deal with that end of things.

The only real advantage over the wiki is it's available offline.  If you're in a place with no wifi coverage or some such, it won't update until you become connected to the net again but you'll have a known good copy from the last time you were.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 27, 2011, 04:48:01 PM
Alright, I'll give it a try.

Honestly, I'm not sure I see the use of this. But it sounds like it would be a good idea to get familiar with dropbox. And this is as good a way to practice as any.
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 27, 2011, 08:20:14 PM
Eh, I may just be oldschool and prefer to have a local copy of anything I'm going to use regularly.  Still, if you have multiple computers you use regularly, you'll see some benefit from it in fairly short order.

Gracias.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 28, 2011, 04:58:23 AM
Yeah, I just carry a USB drive.

But given how easy this was, I might start using it instead.

Tell me if this works.

http://dl.dropbox.com/u/43356063/DFRPG%20stunts%20%28sorted%29.docx (https://www.dropbox.com/s/iz8k82ue226cjnm/DFRPG%20stunts%20%28sorted%29.docx?dl=0)
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 28, 2011, 06:33:55 AM
Alright, now to go over the new stunts:

Alertness stunts look good. Will probably expand Master Of The Tell to apply to all Alertness defense against Deceit. Will also make implied prerequisite explicit.

Will probably split I Lupin! into two stunts, one of which boosts invocations of a specific aspect for Burglary and another which allows the user to spend a FP for +4 to a Burglary roll.

Automotive Genius is redundant and will be removed. Big Pocking Wrench will probably be modified to provide +2. May remove equipment prerequisite from Scavenger.

Chanter will be turned into a custom power and posted to the appropriate thread for review. Will be replaced with another stunt boosting focus maneuvers.

Fists stunts are alright, but Give As Good As I Get requires a full mechanical rewrite.

The Intimidation stunt is redundant and will be removed.

Investigation stunts are mostly okay, but Professional Detective is unnecessary and will be removed.

Muscle-Brained is a joke and will be removed.

Presence stunts are fine, though I'll have to think about the wording on Minions, Attack!

Silent Tank is a good idea that may need some work in order to accommodate those who don't normally apply Stealth penalties to armoured people.

Weapons stunts are complicated. Combat Sense is in the same boat as Silent Tank. Zatoichi will be modified to work based on the target's blindness rather than the user's. Mirror Stance is fine, even if I don't like Magus Black's attempt to provide sneaky stunt stacking. Reflection Shatters The Mirror will be reduced to a 1 shift penalty. Two-Handed Training will be changed to a straight +2 stress. Old School Archer is redundant and will be removed, but Bows Are Weapons will be edited to explicitly include crossbows. Legendary Archer will be given a prerequisite of Bows Are Weapons. Focused Strike will be modified to provide a +2 bonus to aim maneuvers. Footwork is fine as is.

None of this is final.

I welcome objections from the forum in general and from the original authors in particular.

PS: Does anybody object to having their stunts added to the list?
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 28, 2011, 07:38:59 PM
Yeah, I just carry a USB drive.

But given how easy this was, I might start using it instead.

Tell me if this works.

http://dl.dropbox.com/u/43356063/DFRPG%20stunts%20%28sorted%29.docx (http://dl.dropbox.com/u/43356063/DFRPG%20stunts%20%28sorted%29.docx)

Link works peachy.  That link will always be to the most current version of the file if you're editing that file directly rather than working on it somewhere else and pasting it into the Public folder.
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 28, 2011, 08:29:14 PM
Oh, bonus points if you have the Generic NPCs and Custom Powers lists able to be linked too.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 28, 2011, 08:57:35 PM
There is a word document for custom powers, but it isn't up to date. Link:

http://dl.dropbox.com/u/43356063/Custom%20Powers%20v2.docx (https://www.dropbox.com/s/fn86mehyu0s10ww/Custom%20Powers%20v2.docx?dl=0)

The item of power list document, however, is quite good:

http://dl.dropbox.com/u/43356063/Item%20of%20power%20list.docx (https://www.dropbox.com/s/v2sv5j7mcnyr1nd/Item%20of%20power%20list.docx?dl=0)

Unfortunately nothing of this sort exists for NPCs.

In other news, I'm still looking for comments on my proposed stunt edits. If nobody says anything today, I'll just assume everbody agrees.
Title: Re: Homebrew Stunts
Post by: Magus Black on September 28, 2011, 09:29:45 PM
I've got no problem with the changes.
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 28, 2011, 09:35:38 PM
Outstanding.

I've got a start on the generic npcs from the thread (http://www.jimbutcheronline.com/bb/index.php/topic,21533.0.html).  Will see about finishing it up tonight.  After that I'll probably write up a perl script to automagically sort them by depth, mortal/supernatural, and alphanumerically since I'm far too lazy to do that by hand.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 29, 2011, 02:46:15 AM
@Magus Black: Thanks for replying. I'll get to editing your stunts now, then.

@The Mighty Buzzard: You are a prince among men. I've been meaning to get around to sorting the Generic NPCs for about half a year.

I suppose I ought to add the dropbox links to the relevant posts. Will do that now.
Title: Re: Homebrew Stunts
Post by: The Mighty Buzzard on September 29, 2011, 03:24:10 AM
@The Mighty Buzzard: You are a prince among men. I've been meaning to get around to sorting the Generic NPCs for about half a year.

Won't be tonight after all. Turns out I have somewhere to be before the crack of noon tomorrow, so it'll have to wait a day in favor of actually getting some sleep.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 29, 2011, 03:30:19 AM
Just noticed that the Inspector stunt here more or less duplicates the Wily stunt on the master list. But I like Inspector better, so I'll have it replace Wily.

Removed the note about the Passive Awareness trapping from Notice The Unseen because there's really no other trapping that one would use to notice an invisible thing.

Alertness

Notice Tell: Your keen senses allow you to pick up on the subtle clues that indicate when a person is lying. You may use your Alertness skill to defend against Deceit-based maneuvers and attacks.
Master of the Tell: (Requires Master Of The Tell) Long practice has made you incomparably good at noticing the mannerisms that accompany deception. Add two to your Alertness skill when using it to defend against Deceit-based maneuvers and attacks.
Primitive Tracker: Your methods of tracking are simple and intuitive, but nonetheless effective. Use your Alertness skill for the Tracking trapping of Survival.
Inspector: Short-term and long term inspection of something are essentially the same thing. You may use your Alertness skill for the Examination trapping of Investigation.
Notice the Unseen: You have an uncanny knack for noticing things that are magically hidden. Add three to your Alertness skill when using it to notice things that are either invisible or veiled.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 29, 2011, 03:31:42 AM
Oh noes. I'll have to wait an entire day.
Title: Re: Homebrew Stunts
Post by: polkaneverdies on September 29, 2011, 03:33:48 AM
In that case you are only a margrave amongst men. I imagine that is still a loftier title than you woke up with though so take it in stride.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 29, 2011, 04:03:24 AM
I've made the language of Silent Tank a bit vaguer in hopes of making it more widely useful. If you don't think it works, tell me.

Burglary

I Lupin!: Somehow, you can always pull of a stroke of larcenous brilliance when it really counts. Once per scene, you may spend a Fate Point in order to get a +4 bonus to a Burglary roll.
Burglar's Signature: Some aspect of your character makes you an expert thief. Pick one of your aspects. Add two to the result of any Burglary roll that you invoke that aspect on.

Stealth

Silent Tank: For some strange reason, you are capable of sneaking around while wearing 30 pounds of steel plate armour. Reduce all penalties to Stealth rolls from encumbrance by two.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 29, 2011, 04:49:38 AM
I don't know what a margrave is, but it sounds like a cool thing to be.

Weapons

Mirror Stance: Your unusual fighting style lets you defend effortlessly when you are using a weapon similar to that of your opponent. When you are attacked with a weapon of the same type that you are wielding yourself, you may inflict a -2 penalty to the attack roll. If you do so, you must defend against the attack using your Weapons skill.
Reflection Shatters the Mirror: Your unusual fighting style makes your attacks hard to defend against when you are using a weapon similar to that of your opponent. When you attack someone with a weapon of the same type that your target is wielding, that target takes a -1 penalty to their defense roll.
Two-Handed Training: Two hands > one hand. Attacks that you make with a weapon held in both of your hands inflict two additional stress.
Legendary Archer: (Requires Bows Are Weapons) Bows are not just weapons, they're your weapons of choice. When wielding a bow or crossbow with your Weapons skill, increase the range of that weapon by two zones.
Focused Strike: Given a moment to aim, your attacks are devastating. Add two to your Weapons skill when using it to make an aim-based maneuver.
Title: Re: Homebrew Stunts
Post by: Magus Black on September 29, 2011, 05:36:49 AM
I like those modifications and you made them seem more stylish too.

Oh and polkaneverdies's essentially is saying that your 'a King among Men', its a good compliment. ;D
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 29, 2011, 07:16:33 PM
Thank you, Magus. I wasn't sure about the wording on a couple of those, so I'm quite glad to hear that you like them.

Anyway, I figure I might as well get started on everyone else's stunts now.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 30, 2011, 04:29:12 AM
Craftsmanship:

Big Pocking Wrench: You can do a lot as long as you have your trusty giant wrench on hand. Add two to your Craftsmanship skill when using it to fix or break something with a large wrench.
Scavenger: You are an expert in the art of making things quickly out of cannibalized parts. If as part of a Craftsmanship roll made to build or fix something you take apart an object that contains parts appropriate to the thing you are building or fixing, you may make that Craftsmanship roll two time increments faster.

Discipline

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.

Fists

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

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.

Investigation

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.

Presence

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]

Survival

Actions Speak Louder Than Words: Dealing with animals, who don't talk, has given you an excellent grasp of body language. You may use your Survival skill to see through the Disguise and Distraction and Misdirection trappings of Deceit.
Animal Magnetism: It's a bit demeaning to equate seduction to animal training, but in your experience there isn't all that much difference between the two activities. You may use your Survival skill when making seduction attempts.

Weapons

Combat Sense: You have learned to compensate for a loss of sight in battle. You never take environmental penalties to Weapons rolls from blindness, even if compelled. What's more, if an aspect based on blindness you possess is tagged or invoked by an opponent of yours during combat, it provides no benefit to the invoker.
Zatoichi: Your non-vision-based methods of doing combat are very useful in situations where everyone is blind. Add one to your Weapons skill when attacking an opponent who cannot see clearly.
Footwork: Extensive training with melee weapons has taught you how to move your body to attack and defend. With skilled footwork you can parry or avoid anything your opponents throw at you, as long as you have the familiar weight of a melee weapon in your hands to guide you. You may use your Weapons skill for the defense trapping of Athletics.
My Weapon Speaks For Me: A guy with a weapon and the skill to use it is always scary, even if he's got no charisma at all. You may use your Weapons skill instead of your Intimidation skill when threatening someone with a weapon.
Title: Re: Homebrew Stunts
Post by: Silverblaze on September 30, 2011, 03:54:27 PM
Give As Good As I Get: Sometimes, you have to do something crazy in order to win a fight. Once per scene, something something something.


Originally intended to have the stunt user do the following.

Roll defense at mediocre to force the attacker to do the same once a scene.

This simulates the defender taking the hit in order to force his opponent to do the same.

It is similar to riposte, but requires a fate point  both fighters basically get no defense roll. 

This stunt is likely only effective in melee combat or hand to hand combat.  Guns and ranged attacks likely will not work so well.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on September 30, 2011, 10:32:41 PM
Oh, I know what you originally intended. But like you said, it probably wasn't very fair.

I tried rewriting it a couple different ways, including as an ambush and as a large accuracy bonus, but I couldn't find anything that satisfied me. So I just wrote something something something and decided to come back to it later.

In other news, I've decided to go with a gear-based mechanic for Minions, Attack!.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 02, 2011, 04:24:20 AM
Thinking over the recent load of Investigation stunts, I've come to the following conclusions:

-These stunts do not require limitations for balance. They each move one trapping, which is standard.
-Without the limitations, these stunts are kinda weird. They have little thematic justification, which makes them seem munchkinny.
-This problem only exists because I got rid of their prerequisite stunt, Professional Detective. If these stunts had a prereq that made Investigation into an all-purpose "job skill", they'd make sense.
-Real Detectives Improvise from the master list would make a good replacement for Professional Detective.

So I'm giving them all (EDIT: except for I Will Find Out What I Want To Know) Real Detectives Improvise as a prerequisite and removing the limitations.

Please tell me if you think that this is a mistake.
Title: Re: Homebrew Stunts
Post by: gojj on October 02, 2011, 04:32:32 PM
I think that's a great idea, it's a much better prerequisite than my stunt. I also think it compliments the other detective Investigation stunts very well.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 03, 2011, 04:39:58 AM
Thank you, gojj. Hearing that pretty much removes my doubts about this change.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 03, 2011, 06:19:37 AM
Alright, I've finished my rewrites. Let me explain these last four:

I finally settled on +3 to hit +3 stress for Give As Good As I Get. Normally a FP gives +2 to hit, and a stunt gives +1. The +3 stress comes from accepting the blow. I decided to split the bonus between stress and accuracy because I wanted it to be possible, but unlikely, to dodge the enhanced attack.

Minions, Attack! was modeled using a gear system. I'm quite happy with it, because it lets a player command a squad of mooks in combat without wasting time or stealing the spotlight.

Combat Sense is basically just a long and convoluted way to say, "blindness doesn't make you fight worse". I think that the current wording works under all normal interpretations of the rules.

Zatoichi was made to depend on the target's state rather than the attacker's. I realize that this makes it less cool, but it seemed like the only way to preserve the "advantage in a dark room" part without just having the user walk around blindfolded.

Now, all four of these were tricky for me. That's why they took so long. Because they were tricky, I am likely to have made a mistake on them, either in wording or in effect.

Please tell me if this is the case. You folks are the closest thing I have to an editor.

Next post will contain collection of all new stunts.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 03, 2011, 06:32:57 AM
Alertness

Notice Tell: Your keen senses allow you to pick up on the subtle clues that indicate when a person is lying. You may use your Alertness skill to defend against Deceit-based maneuvers and attacks.
Master of the Tell: (Requires Master Of The Tell) Long practice has made you incomparably good at noticing the mannerisms that accompany deception. Add two to your Alertness skill when using it to defend against Deceit-based maneuvers and attacks.
Primitive Tracker: Your methods of tracking are simple and intuitive, but nonetheless effective. Use your Alertness skill for the Tracking trapping of Survival.
Inspector: Short-term and long term inspection of something are essentially the same thing. You may use your Alertness skill for the Examination trapping of Investigation.
Notice the Unseen: You have an uncanny knack for noticing things that are magically hidden. Add three to your Alertness skill when using it to notice things that are either invisible or veiled.

Athletics

Evasion: Like the members of certain character classes from Dungeons And Dragons (version 3.5), you have an amazing ability to remain unharmed when caught within the area of effect of an explosion. Add two to your Athletics-based defence rolls against area attacks.
Unhindered Defences: Armour and weapons are wonderful things, but they tend to slow a fellow down. So you don't carry weapons or wear armour. Add two to your Athletics defence rolls as long as you are unarmed and unarmoured.
Land On Your Feet: Like a cat, you are able to fall from great heights without great harm. When making an Athletics roll to resist falling damage, do not halve the result before converting it to armour.
Spring-Heeled: Maybe you don't actually have springs in your heels, but it sure looks as though you do. Add two to your Athletics skill when using it to jump.
Fight By Jumping: (Requires Spring-Heeled) It is normally a very bad idea to jump up high while fighting, but you make it work. Increase your Athletics skill by a further two when making a jump-based maneuver in combat, but all aspects created this way are automatically fragile.
Out Of Reach: (Requires Fight By Jumping) It isn't easy to hit a guy who's five feet above your head. So long as you possess an aspect created through Fight By Jumping, add two to your defence rolls against melee attacks.
The §$%& Bastard Will Not Escape: Nobody gets away from you. Add two to your Athletics skill when using it to chase someone.

Burglary

I Lupin!: Somehow, you can always pull of a stroke of larcenous brilliance when it really counts. Once per scene, you may spend a Fate Point in order to get a +4 bonus to a Burglary roll.
Burglar's Signature: Some aspect of your character makes you an expert thief. Pick one of your aspects. Add two to the result of any Burglary roll that you invoke that aspect on.

Conviction

Lay On Hands: Faith healing actually works. At least, it does for you. Use your Conviction skill instead of your Scholarship skill for medical treatment.
Force Of Will: Emotional manipulation isn't just a trick; it's a direct exercise of your will. Use your Conviction skill instead of your Deceit skill with your Incite Emotion power.
Actual Priest: You are an actual priest, which means that you need to know some religious doctrine. Use your Conviction skill to determine your religious knowledge.

Craftsmanship:

Big Pocking Wrench: You can do a lot as long as you have your trusty giant wrench on hand. Add two to your Craftsmanship skill when using it to fix or break something with a large wrench.
Scavenger: You are an expert in the art of making things quickly out of cannibalized parts. If as part of a Craftsmanship roll made to build or fix something you take apart an object that contains parts appropriate to the thing you are building or fixing, you may make that Craftsmanship roll two time increments faster.
Sneaky Bastard: You are an expert in the subtle art of booby-trapping an area. If given time to prepare a location, you may create traps in that location. Activating a trap is an attack that uses your Craftsmanship skill, with a weapon rating that depends on what the trap consists of. Traps may be activated at any distance that seems reasonable, and they do not necessarily have to be single-use.

Deceit

I'm Your Friend: You are a very convincing fake friend. Add two to your Deceit skill when feigning friendliness or loyalty.
Dishonest Persuasion: If being charming doesn't make people do what you want them to do, lie your ass off. You may use your Deceit skill instead of your Rapport skill in order to make social attacks based off of persuasion.
"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when faking good intentions.

Discipline

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.

Endurance

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

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

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

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 able to force prolonged eye contact with your target.
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. Add two to your Intimidation skill when you have subordinates present.
Stirrer: You are very good at stirring up conflict amongst other people. Add to two to your intimidate skill when attempting to get one person angry with another.

Investigation

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.

Lore

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

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

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

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]
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.

Scholarship

I Have Lived History: You know the history of the world very well because you were around for most of it. Add two to your Scholarship skill when using it for knowledge of the past.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Scholarship. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Scholarship skill.

Stealth

Silent Tank: For some strange reason, you are capable of sneaking around while wearing 30 pounds of steel plate armour. Reduce all penalties to Stealth rolls from encumbrance by two.

Survival

Actions Speak Louder Than Words: Dealing with animals, who don't talk, has given you an excellent grasp of body language. You may use your Survival skill to see through the Disguise and Distraction and Misdirection trappings of Deceit.
Animal Magnetism: It's a bit demeaning to equate seduction to animal training, but in your experience there isn't all that much difference between the two activities. You may use your Survival skill when making seduction attempts.

Weapons

Combat Sense: You have learned to compensate for a loss of sight in battle. You never take environmental penalties to Weapons rolls from blindness, even if compelled. What's more, if an aspect based on blindness you possess is tagged or invoked by an opponent of yours during combat, it provides no benefit to the invoker.
Zatoichi: Your non-vision-based methods of doing combat are very useful in situations where everyone is blind. Add one to your Weapons skill when attacking an opponent who cannot see clearly.
Footwork: Extensive training with melee weapons has taught you how to move your body to attack and defend. With skilled footwork you can parry or avoid anything your opponents throw at you, as long as you have the familiar weight of a melee weapon in your hands to guide you. You may use your Weapons skill for the defense trapping of Athletics.
My Weapon Speaks For Me: A guy with a weapon and the skill to use it is always scary, even if he's got no charisma at all. You may use your Weapons skill instead of your Intimidation skill when threatening someone with a weapon.
Mirror Stance: Your unusual fighting style lets you defend effortlessly when you are using a weapon similar to that of your opponent. When you are attacked with a weapon of the same type that you are wielding yourself, you may inflict a -2 penalty to the attack roll. If you do so, you must defend against the attack using your Weapons skill.
Reflection Shatters the Mirror: Your unusual fighting style makes your attacks hard to defend against when you are using a weapon similar to that of your opponent. When you attack someone with a weapon of the same type that your target is wielding, that target takes a -1 penalty to their defense roll.
Two-Handed Training: Two hands > one hand. Attacks that you make with a weapon held in both of your hands inflict two additional stress.
Legendary Archer: (Requires Bows Are Weapons) Bows are not just weapons, they're your weapons of choice. When wielding a bow or crossbow with your Weapons skill, increase the range of that weapon by two zones.
Focused Strike: Given a moment to aim, your attacks are devastating. Add two to your Weapons skill when using it to make an aim-based maneuver.
Jump Attack: (Requires Fight By Jumping) It's not easy to attack as you land a jump, but you're pretty good at it. Add one to your Weapons skill when making an attack in which an aspect created through Fight By Jumping is tagged.
Gravity Helps: (Requires Fight By Jumping) It stands to reason that an attack with the weight of a falling body behind it will deal more damage than one made on the ground. When you tag an aspect created through Fight By Jumping to boost a Weapons attack, that attack inflicts two additional stress.
Weapon Mastery: It's easier to defend yourself when you are using your weapon of choice. Pick a type of weapon. When using that type of weapon to make a defense roll, add two to your Weapons skill.
Perfect Parry: You are a master of not attacking anyone in a fight. Add two to your Weapons defense rolls when taking a full defense action. This stacks with the normal benefits provided by full defense.
My Body Is A Weapon: You not only know how to wield weapons, you know how to move like one. You may make use your Weapons skill to make unarmed attacks.
Superior Weapon Body: (Requires My Body Is A Weapon) You not only know how to move like a weapon, you know how to block hits like one. You may use your Weapons skill to defend unarmed.
Perfected Weapon Body: (Requires Superior Weapon Body) You not only know how to block hits like a weapon, you know how to be one. You may use all of your Weapons stunts without penalty while unarmed.
Precision Strike: You know where to hit, and how to make it count. Successful Weapons maneuvers that you make are treated as though their thresholds of success were two higher than they actually were.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 03, 2011, 06:37:53 AM
Quick notes, for my own convenience:

1. I need to make a Chanter custom power.
2. For some reason Weapons stunts seem to be more common than other kinds of stunt.
3. Wow, this is a long list. I may need to use my last reserved post on the Master List thread.
4. I should post to the Master List thread again. Bumping it up to the top of the board would draw attention to the update. Plus, I might need the space.
Title: Re: Homebrew Stunts
Post by: ways and means on October 03, 2011, 12:19:07 PM
Meteorologists (scholarship) you are trained as meteorologists and are skilled at predicting the weather, you can make scholarship declarations at +1 for determining weather conditions.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 03, 2011, 07:05:13 PM
Will add that to the list. Will also apply it's bonus to Assessments.

Also, four new stunts building off of Minions, Attack! here.

Bear in mind that this whole tree of stunts would also work in Contacts. In fact, I have half a mind to move it there, or to duplicate it in both skills.

Heck, it might even work in Performance if you are leading zombies.

Should probably remove the "The Boss" prereq for the Performance version. But the effect is more limited, so removing a prerequisite makes sense.

Presence

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.

Scholarship

Meteorologist You are trained as a meteorologist and so you are skilled at predicting the weather. You may use your Scholarship skill plus one to make Assessments and Declarations about the weather.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 03, 2011, 07:08:32 PM
In other news, this is your last chance to criticize the new update. Speak now or forever hold your peace.

Actually, I'll still listen if you say something about it next month. But it would be much more convenient for me to make edits before updating the main list.

I'll probably add these stunts to the master list in about 8-9 hours. So yeah.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 04, 2011, 03:40:59 AM
Finished updating the Word file, which means that the dropbox links should be updated as well.

The new stunt list is 25 pages long to the line. On those 25 pages, there are 11430 words, 69200 characters, and 255 paragraphs.

If I'm not mistaken, 255 paragraphs means 255 stunts. That's more than twice the number of stunts in Your Story. (Which is approximately 102.)

Congratulations to us.

/triumph.
Title: Re: Homebrew Stunts
Post by: polkaneverdies on October 04, 2011, 12:36:52 PM
Well done folks. Thanks Sancta for being the driving force behind this thread. Having somebody keep these balanced and organized is remarkably helpful.
Title: Re: Homebrew Stunts
Post by: polkaneverdies on October 04, 2011, 02:09:51 PM
I forgot to mention that I like the new version of "Give as good as I get". It seems like a nice blend of the two ways it could go and comes out fairly balanced.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on October 04, 2011, 04:48:48 PM
Thanks and you're welcome, polka.
Title: Re: Homebrew Stunts
Post by: computerking on November 24, 2011, 04:59:48 PM
Discipline:
Magic Missile -
Your "Breath Weapon" is a result of your magical prowess, and is controlled by your will, not your Martial reflexes. Use Discipline to target the Breath Weapon power instead of Weapons.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 24, 2011, 08:18:43 PM
Looks alright to me.
Title: Re: Homebrew Stunts
Post by: Tedronai on November 24, 2011, 11:14:05 PM
Seems rather pathetically underpowered, to me, to be paying 3 refresh (the full cost of evocation) to have a single spell effect, drastically reduced in power from that available to any competent evoker (limited to weapon:2, doesn't benefit from focus items or refinement...), be available without stress cost.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 25, 2011, 06:44:10 PM
Disagree.

It's actually more powerful than Evocation for a character with Mediocore Conviction and Lore.

If it seems underpowered, it's because Breath Weapon is pretty lame. Not because the stunt is weak.
Title: Re: Homebrew Stunts
Post by: Tedronai on November 25, 2011, 08:25:18 PM
Disagree.

It's actually more powerful than Evocation for a character with Mediocore Conviction and Lore.

See above re: 'competent evoker'
If they failed to assign any skill points to the secondary (conviction), or even tertiary (lore) skills used by the primary power of their build, of course they would potentially see more benefit from other powers.

If it seems underpowered, it's because Breath Weapon is pretty lame. Not because the stunt is weak.
I would contend that any stunt of otherwise standard usefulness (even assuming that this is such a stunt) that solely modifies a power of inferior usefulness is dragged down with that power.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 26, 2011, 04:31:40 AM
But that's the thing.

In order to be competent, an evoker has to invest multiple skill slots into evocation.

That's a serious drawback, and so it's only reasonable for any alternative which lacks it to be stronger.

Anyway, if you think that Breath Weapon is bad enough to undermine any stunt building off of it you should fix Breath Weapon instead of worrying about the power of the stunts building off of it.
Title: Re: Homebrew Stunts
Post by: Tedronai on November 26, 2011, 08:26:15 AM
But that's the thing.

In order to be competent, an evoker has to invest multiple skill slots into evocation.

That's a serious drawback, and so it's only reasonable for any alternative which lacks it to be stronger.

Anyway, if you think that Breath Weapon is bad enough to undermine any stunt building off of it you should fix Breath Weapon instead of worrying about the power of the stunts building off of it.

Sure thing.  And, as I expressed in the thread dealing with that precise issue not long ago (specifically with modifications to the 'natural weaponry' homebrew power), one of the first steps I'd suggest in tackling that problem would be a loosening of the skill associations of Breath Weapon.
Which would then quite handily obsolete this stunt.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 27, 2011, 04:50:53 AM
Mm.

I only sort of agree.

But I don't want to argue it here, okay?

Regardless, this stunt is quite reasonable given the canon version of Breath Weapon. Therefore, it's a decent stunt.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 02, 2012, 04:15:26 AM
A few that I've come up with for various characters:

Deceit:
You'll Never See It Coming - Your backstabbing nature may not be good in a straight fight, and your best offense is attacking someone who isn't expecting it. You may roll Deceit for one close-range attack, provided your target does not expect it's coming, and may add +1 to the attack roll. (I'd considered adding a 'once per exchange' stipulation, but it seems redundant, given that once you try to stab someone in the ass, it's kind of hard for everyone else around not to catch on, and thus they'll expect it.)

Playing Possum - The best defense is letting them think you're dead. After any failed defense, you may sacrifice your next turn to make a maneuver or block with Deceit to convince your attacker that they finished you off. If the failed defense results in a consequence, roll the Deceit maneuver at +2.

Discipline
I've Seen Worse - You're used to seeing gruesome scenes for one reason or another. Add +2 to Discipline rolls to keep your lunch down when faced by unexpected blood and guts.

Guns:
Short Controlled Bursts - You're trained in combat firing, and know how to put more bullets on target. When wielding an automatic weapon, you may add +2 to the resulting stress on a successful attack by firing in bursts.

Shooting Position - You know how to position yourself to steady your aim. Shooting from a prone position adds +3 to your Guns roll, but you take a -2 penalty to your first Athletics defense after firing.

Rapport
Skilled Interviewer - You're used to talking to people and getting them to open up. Add +2 to Rapport rolls when attempting to get information out of someone.

Stealth:
Jungle Camo - You're better at sneaking around in the great outdoors. When you're in a wooded area, add +1 to any stealth checks to remain hidden.

Weapons:
Quick Counter - You're nimble, and very good at drawing your opponent out of position in their attempts to lay a hand on you. After a successful Athletics dodge in melee, you gain +1 to attack with Weapons, provided you're attacking the same opponent that missed you in the first place.

This last one I would put at Weapons (since that's the character who has it's main defensive skill), but it could fit with any defense, really. Athletics would probably be the default.

Taking The Hit - You're either trained as a bodyguard, or are otherwise just that selfless. Whenever an ally fails a defense and takes a hit that would require a Moderate or higher consequence to avoid being taken out, you may sacrifice your next turn to interpose yourself, taking the blow and rolling your own defense instead, taking the damage instead of your ally.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 02, 2012, 04:36:53 AM
Comments on each, in order:

-Why does this give +1? The new trapping seems like enough of a benefit.

-What is the mechanical representation of convincing someone that you're toast? An aspect?

-Very narrow. Could use a boost.

-Looks good.

-This is like Swing For The Fences, but more powerful and more abusable. And that's saying something. Needs a rewrite.

-Does this just boost Chit-Chat or is it broader than that?

-Why does this provide only +1? +2 would seem reasonable.

-I like the effect a lot, but the wording bugs me for reasons I have trouble explaining.

-I have no idea whether this is reasonable or not.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 02, 2012, 04:50:13 AM
Comments on each, in order:

-Why does this give +1? The new trapping seems like enough of a benefit.
You're probably right. In fact, I think that's how I had it originally. I think I added the +1 on the logic that you're only going to get one shot at it in any reasonable circumstances.

Quote
-What is the mechanical representation of convincing someone that you're toast? An aspect?
I was kind of dithering on that, hence the wording saying a maneuver or a block--I have ideas about how either can be useful, depending on the situation (a maneuver would be better if you're planning to wait til he turns away, then tag it for a sneak attack, a block might be better if you're simply planning to let him leave). Do you have a suggestion?

Quote
-Very narrow. Could use a boost.
Narrow how? Do you mean it should be usable in a broader set of situations?

Quote
-This is like Swing For The Fences, but more powerful and more abusable. And that's saying something. Needs a rewrite.
So, maybe make it something like Harry's Listening stunt, where Athletics is rolled from 0 or worse when using it? I was imagining this for a sniper-type character, if that helps.

Quote
-Does this just boost Chit-Chat or is it broader than that?
I was imagining it in Social conflicts, mostly, asking questions to get specific information out of someone (this is for a reporter character)

Quote
-Why does this provide only +1? +2 would seem reasonable.
I was thinking of making it so that it'd be +1 in general wooded areas, and maybe +2 if you specify, like if it's a rain forest vs. something in the American northeast.

Quote
-I like the effect a lot, but the wording bugs me for reasons I have trouble explaining.
Yeah, I wasn't sure exactly how to word it. Any suggestions?

Quote
-I have no idea whether this is reasonable or not.
Would it be more palatable if you had to spend a fate point to use it, or if it could only be used once per scene (so you don't have someone leaping back and forth across the room to shield everybody)?
Title: Re: Homebrew Stunts
Post by: Lanodantheon on February 03, 2012, 08:17:03 PM

Came up with this one for a Bookworm character....after she got beat up too many times.




A companion stunt to this would be, I See Everything but I have no idea what it would do.




Scholarship


Knowledge is The Best Defense: You know things. Things that will save your life in a jam that you have committed to memory. Common attack patterns, how to calculate trajectories in a firefight, the precise speed a human or monster punches, etc. You can use your Scholarship Skill for the Defense trapping of Athletics.




Title: Re: Homebrew Stunts
Post by: ways and means on February 03, 2012, 09:00:02 PM
Iron Palm Strike (fist): You can specialise in a martial arts which causes internal injury even through the thickest hide or armour. Add +2 to the weapons rating of your fists attacks against opponents with an armour rating.
Title: Re: Homebrew Stunts
Post by: devonapple on February 03, 2012, 09:38:50 PM
Knowledge is The Best Defense: You know things. Things that will save your life in a jam that you have committed to memory. Common attack patterns, how to calculate trajectories in a firefight, the precise speed a human or monster punches, etc. You can use your Scholarship Skill for the Defense trapping of Athletics.

Reminds me of the latest "Sherlock Holmes" films and their approach to Holmes' boxing prowess. In those films, Holmes seems to have damn near every skill trapping stunted out to work off of Scholarship.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 03, 2012, 09:42:26 PM
That would explain a lot. And why he always seems to be taking compels. He's in a Submerged game, as a pure mortal, and he's probably down to 1 refresh on those stunts.
Title: Re: Homebrew Stunts
Post by: Blackblade on February 04, 2012, 02:20:43 AM
Playing Possum - The best defense is letting them think you're dead. After any failed defense, you may sacrifice your next turn to make a maneuver or block with Deceit to convince your attacker that they finished you off. If the failed defense results in a consequence, roll the Deceit maneuver at +2.

Looks to me like the best way to set it up would be as a block vs. perception, as in a veil; they'd still see you, of course, but you may as well be invisible, because nobody pays attention to a dead body on the battlefield if someone else is still shooting at them.  If the block is successful, you could use it as justification to set up an ambush with Stealth.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 04, 2012, 02:33:44 AM
Yeah, I like that idea. And I should probably reword it to say after any failed physical defense...then again, maybe there's potential to leave it as any defense, and reword it to say it's a block to make them think you were Taken Out. I don't know, are there Social ambushes possible? Or would that be too broad for one stunt?
Title: Re: Homebrew Stunts
Post by: Blackblade on February 04, 2012, 02:56:32 AM
Too broad, I think.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 04, 2012, 03:21:46 AM
Hm, true. Might be the basis of another stunt to do similarly for Social conflicts: Convince the opponent that they've gotten you on their side.
Title: Re: Homebrew Stunts
Post by: Lanodantheon on February 04, 2012, 04:19:14 AM
Reminds me of the latest "Sherlock Holmes" films and their approach to Holmes' boxing prowess. In those films, Holmes seems to have damn near every skill trapping stunted out to work off of Scholarship.


That's what I was going for actually. I wanted to see how far you could take stunt trappings AND I've thought about a true Sherlock Holmes type character more than once. That and in the game I'm in I'm playing a Venatori SI Detective who just got some more refresh and needs to become more of a detective. 


Though I personally think the new Sherlock Holmes movies have a Holmes that uses both Investigation and Scholarship.

Also now that I think of it, Knowledge is the Best Defense could partially be blamed by the Clock King episode of Batman: The Animated Series. "I've watched footage of you on the news. It takes you approximately 3 tenths of a second to throw a punch."

There are a number of Stunts I'd love to have, but I have no idea what they would be called or what the ration ale for them would be:


Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 04, 2012, 05:45:13 AM
You're probably right. In fact, I think that's how I had it originally. I think I added the +1 on the logic that you're only going to get one shot at it in any reasonable circumstances.
I was kind of dithering on that, hence the wording saying a maneuver or a block--I have ideas about how either can be useful, depending on the situation (a maneuver would be better if you're planning to wait til he turns away, then tag it for a sneak attack, a block might be better if you're simply planning to let him leave). Do you have a suggestion?
Narrow how? Do you mean it should be usable in a broader set of situations?
So, maybe make it something like Harry's Listening stunt, where Athletics is rolled from 0 or worse when using it? I was imagining this for a sniper-type character, if that helps.
I was imagining it in Social conflicts, mostly, asking questions to get specific information out of someone (this is for a reporter character)
I was thinking of making it so that it'd be +1 in general wooded areas, and maybe +2 if you specify, like if it's a rain forest vs. something in the American northeast.
Yeah, I wasn't sure exactly how to word it. Any suggestions?
Would it be more palatable if you had to spend a fate point to use it, or if it could only be used once per scene (so you don't have someone leaping back and forth across the room to shield everybody)?

@Mr Death:

Having reread Playing Possum I retract my objection.

I've Seen Worse could be usable against all fear and disgust without any real balance issues. I always thought that Fearless was kinda lame...maybe I'll make it into an armour stunt.

Swing For The Fences from OW gives +2 to attack in exchange for -2 to defence. But it's worded so that anyone defending with a non-traditional skill gets no penalty. This stunt has the same problem but worse. I suggest dropping the bonus to +2 and making the penalty work as a bonus to attacks.

Social conflict stunts are the center of a rather tedious argument around here. I'm too tired to explain the details right now, but basically my side of the argument says that the interview stunt should only give +1.

I think that "in the woods" is narrow enough for a full +2 bonus.

If you don't mind, I'll reword these and then I'll slap them onto the master list.

@Lanodantheon:

I think this ought to have a restriction. Check the Cleaning Up The Stunt List for why. Basically I just think that it's overpowered and boring if everyone just moves physical defence to their apex skill with a stunt.

@ways and means:

We pretty much already have this in the Weapons stunt Defeat Armour. Which will be made available to other combat skills in the current rewrite.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 04, 2012, 12:02:33 PM
Yeah, go ahead.
Title: Re: Homebrew Stunts
Post by: Lanodantheon on February 04, 2012, 03:59:19 PM
Fair enough, I understand the argument.


Not sure what kind of restriction would be fair. Maybe a Fate Point for it to work? There are Stunts that use that.


I searched for "Cleaning up the Stunts List" and couldn't find it.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 04, 2012, 04:35:27 PM
@Sanctaphrax: Looking at it again, I'm not sure I like the idea of the penalty being a bonus to attack, because that means the attacker gets that bonus even if the shooter has also set up a block. The penalty, as I had envisioned it, was to represent that it's harder to dodge if you're lying on your stomach. If he's also set up a block of some kind (either magic or through a previous action), should that get the same penalty?

@Lanodantheon: Thinking about it, instead of using Scholarship directly as the defense roll, maybe make it so that Scholarship can modify the defense roll, or you can make Declarations regarding the opponent's fighting style with Scholarship and tag the resulting Aspect. This seemed more like what Sherlock was doing, giving his opponents a quick scan, then planning it out, rather than just being that good (note how he gets hit more often in fights he can't stop and prepare for) Something like...

I Can Read Your Body Like A Book: You may not be an accomplished Pugilist, but you've studied up. In battle, you may use Scholarship to make assessments and declarations regarding an enemy's fighting style after you've seen them in motion.
Title: Re: Homebrew Stunts
Post by: Lanodantheon on February 04, 2012, 06:38:04 PM

@Lanodantheon: Thinking about it, instead of using Scholarship directly as the defense roll, maybe make it so that Scholarship can modify the defense roll, or you can make Declarations regarding the opponent's fighting style with Scholarship and tag the resulting Aspect. This seemed more like what Sherlock was doing, giving his opponents a quick scan, then planning it out, rather than just being that good (note how he gets hit more often in fights he can't stop and prepare for) Something like...

I Can Read Your Body Like A Book: You may not be an accomplished Pugilist, but you've studied up. In battle, you may use Scholarship to make assessments and declarations regarding an enemy's fighting style after you've seen them in motion.


That might also work.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 04, 2012, 08:33:58 PM
I like the new Scholarship combat stunt. Given the precedent of Martial Artist, though, it could probably give +1.

Using a block should involve the same penalty as rolling your defence. Otherwise enchanted armour guy gets off without a drawback.

admiralducksauce more or less explains why not to allow unrestricted physical defence with a single stunt here (http://www.jimbutcheronline.com/bb/index.php/topic,29719.msg1266957/topicseen.html#msg1266957). There's also some relevant discussion at the very beginning of the thread.
Title: Re: Homebrew Stunts
Post by: ways and means on February 04, 2012, 09:43:00 PM
I actually like the Defence shift powers but that is because having every character who ever wants to be component in physical combat having Olympic level Athletic is 'boring'. As an Apex skill (character defining skill) Athletics is just not as interesting a skill as Performance, Investigation or Scholarship (IMO) and so if these stunts allow players who want to be competent in combat to play non-standard PC's that is a good thing.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 04, 2012, 09:47:41 PM
Having everyone be extremely tough to hit is boring. Some characters aren't going to be as competent in physical combat as others, and the characters shouldn't be based entirely around whether they can stand up in a fight.

If your character is a bookworm who's not very athletic, then yeah, he probably isn't going to be very good in a fight without some training (milestones) and can pull his weight in another way--maybe he can ID the weaknesses of a monster, or can do things to the environment to tip the scales in ways other players can't.
Title: Re: Homebrew Stunts
Post by: ways and means on February 04, 2012, 10:29:28 PM
I have seen quite a know quite a few PC in DFRP who speced for stuff like performance and artistry who felt entirely superfluous in any combat scene, as physical combat seems the most common type of combat in most of the DF games I have played this has been quite a big deal for them spending half their time twiddling there thumbs waiting for combat to end. The only time this has added to a game was when it caused a designated DID (damsel in distress) which got played for the laughs the rest of the time it was a drag.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 04, 2012, 10:36:46 PM
A better solution might be that the GM tailor the game to cater to more, or all, of the PCs and players involved instead of doing combat all the time.

That said, nobody's saying that no other skill besides Athletics can be used for dodging. It'd be very easy to justify that, say, a dancer is able to use Performance for dodging. Just that letting all of them do that is contrived.

Or, as mentioned, make it part of character development: The bookworm gets punched in the nose once too often, and decides to bulk up as he gains skill points via milestones. Harry did the exact same thing; if you look at his write up in Our World, his Athletics tops out at 2, Fists and Weapons at 1 each. And he kept getting his arse kicked by street thugs. So he trained with Murphy, and by the time Heorot happens, he can take on two thugs in a fist fight, no magic involved.

Characters change and improve on things as the game goes on. Everyone doesn't have to be a badass ass kicker right out of the box, and it doesn't make sense if they are.
Title: Re: Homebrew Stunts
Post by: ways and means on February 04, 2012, 10:57:20 PM
A better solution might be that the GM tailor the game to cater to more, or all, of the PCs and players involved instead of doing combat all the time.

That said, nobody's saying that no other skill besides Athletics can be used for dodging. It'd be very easy to justify that, say, a dancer is able to use Performance for dodging. Just that letting all of them do that is contrived.

Or, as mentioned, make it part of character development: The bookworm gets punched in the nose once too often, and decides to bulk up as he gains skill points via milestones. Harry did the exact same thing; if you look at his write up in Our World, his Athletics tops out at 2, Fists and Weapons at 1 each. And he kept getting his arse kicked by street thugs. So he trained with Murphy, and by the time Heorot happens, he can take on two thugs in a fist fight, no magic involved.

Characters change and improve on things as the game goes on. Everyone doesn't have to be a badass ass kicker right out of the box, and it doesn't make sense if they are.

When you have a split of 4 combat monkies to one social it is pretty clear which path the game will go down and it isn't going to be a 50/50 social physical split.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 04, 2012, 11:13:35 PM
Well, as I said, there's other ways to contribute to a fight besides wading in and trading blows. Maybe the GM can make it more that the ghouls or what have you focus on the tanks--they're the bigger threat, after all, while the bookworm finds other ways to contribute: Maneuvers, blocks, invokes, etc.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 05, 2012, 06:15:09 AM
I like defence trapping replacement stunts for much the same reasons as ways and means. But I think they need restrictions for two reasons:

-It makes them less powerful. (They're pretty damn strong.)
-It makes them more interesting. (They should never feel like cheap justifications or stunt taxes.)
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 08, 2012, 05:39:26 PM
Alright, rewrites with Sanctaphrax's suggestions:

Deceit:
You'll Never See It Coming - Your backstabbing nature may not be good in a straight fight, so you're best at taking out your opponent before it becomes a straight fight. You may roll Deceit for one close-range attack, provided your target does not expect it's coming.

Playing Possum: - If they think you're already dead, they'll leave you be. After any failed physical defense, you may sacrifice your next turn to make a maneuver or block with Deceit to convince your attacker that you've been Taken Out. Since real blood will make it more convincing, if the failed defense results in a consequence, roll Deceit at +2.

Discipline:
I've Seen Worse - You're used to seeing gruesome scenes for one reason or another. Add +2 to Discipline rolls to keep your cool when faced with something gross or fear inducing.

Guns:
Short Controlled Bursts - You're trained in combat firing, and know how to put more bullets on target. When wielding an automatic weapon, you may add +2 to the resulting stress on a successful attack by firing in bursts.

Shooting Position - You know how to position yourself to steady your aim. Shooting from a prone position adds +2 to your Guns roll, but anyone targeting you gets a +2 to their attack roll during the exchange.

Rapport:
Skilled Interviewer - You're used to talking to people and getting them to open up. Add +1 to Rapport rolls when attempting to get information out of someone.

Scholarship:
I Can Read Your Body Like A Book: You may not be an accomplished Pugilist, but you've studied up. In battle, you may use Scholarship, rolled at +1, to make assessments and declarations regarding an enemy's fighting style after you've seen them in motion.

Stealth:
Jungle Camo - You're better at sneaking around in the great outdoors. When you're in a wooded area, add +2 to any stealth checks to remain hidden.

Weapons:
Quick Counter - You're nimble enough to turn dodging and attacking into one fluid motion, catching your opponent out of position as their strike misses its mark. After a successful Athletics dodge in melee, you gain +1 to attack with Weapons, provided you're attacking the same opponent that missed you in the first place.

Variable
Taking The Hit - You're the self-sacrificing type, and try to take the heat off of your teammates. Once a scene, if an ally fails a defense and takes a hit that would require a Moderate or higher consequence to avoid being taken out, you may sacrifice your next turn to interpose yourself rolling your own defense instead. If this defense fails, you take the stress rather than your ally.

And a couple new ones, first for Might:
Judo Master: Reversals are your specialty. If you use Might to successfully break out of a grapple, you may immediately use the result to establish your own grapple on your opponent equal in strength to the amount of shifts you generated past the initial block.

for Weapons:
I'm Taking You With Me: If their sword's in your gut, they can't use it to defend. When you suffer a Severe or Extreme consequence in Melee, you may sacrifice your next turn to take an immediate counter attack on your attacker, with their defense rolled from 0.
Title: Re: Homebrew Stunts
Post by: Tedronai on February 08, 2012, 06:17:26 PM
Shooting Position could benefit from a slight rewrite so as to not provide the bonus to attacks against others that also happen to target you (both spray and zone attacks).  Not entirely sure what the end produce should look like, though.

Judo Master is worded so as to be significantly under-powered, treating the original grapple as though it were armour against all actions rather than as a block while essentially only providing the 'need an aspect' requirement of establishing a grapple, a highly situational 2-shift effect.


I'm Taking You With Me looks problematically powerful (both incredibly powerful and incredibly situational) at first glance, though without seeing it in action I'm hesitant to pass (definitive) judgement on it.  Basically, it makes me nervous (it's easily a potential 6 shift effect against some opponents, or even more against others).
A simple +2 stress vs. anyone who inflicted a consequence on you within the last exchange might fit the flavour intent while having less room for incredible swings in combat results.
Title: Re: Homebrew Stunts
Post by: Blackblade on February 08, 2012, 06:58:43 PM
Maybe for "I'm taking you with me," they can't defend with Weapons, and if they use a different skill, they have to let go of their sword.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 08, 2012, 07:06:03 PM
I kind of like your suggestion, Blackblade, but it wouldn't have much benefit if the opponent had a high Athletics score. Hm...would "I'm Taking You With Me" work better if it happened only when you were actually Taken Out instead of after a consequence?

As for Shooting Position, I'd originally phrased it to have a penalty to defense, but changed it after Sanctaphrax's suggestion. I might change it to a -2 to any defense, since the original wording specified Athletics.

As for Judo Master, I figured it'd mainly be used as an option when you made a really good roll anyway--if your opponent bungled the roll and ended up with a 2 shift grapple, and you broke out with a Fantastic roll, similar to how you wouldn't really use Riposte if you only beat the attack roll by 1 shift, but would if it was going to be a huge attack.
Title: Re: Homebrew Stunts
Post by: Blackblade on February 08, 2012, 07:11:05 PM
If it only applied when taken out, though, it seems like the sort of stunt that would really only be used once, or maybe twice. 

How about "They can't defend with weapons, and you may tag your own consequence on the attack if they defend with a different skill."
Title: Re: Homebrew Stunts
Post by: Tedronai on February 08, 2012, 07:18:36 PM
I kind of like your suggestion, Blackblade, but it wouldn't have much benefit if the opponent had a high Athletics score. Hm...would "I'm Taking You With Me" work better if it happened only when you were actually Taken Out instead of after a consequence?
That would really only exacerbate the issue, making the benefit from the stunt more powerful (since it would then be granting an entire action that you would not normally be entitled to) while simultaneously having the stunt useful less often.

As for Shooting Position, I'd originally phrased it to have a penalty to defense, but changed it after Sanctaphrax's suggestion. I might change it to a -2 to any defense, since the original wording specified Athletics.
That would certainly address the issue of multi-target attacks.

As for Judo Master, I figured it'd mainly be used as an option when you made a really good roll anyway--if your opponent bungled the roll and ended up with a 2 shift grapple, and you broke out with a Fantastic roll, similar to how you wouldn't really use Riposte if you only beat the attack roll by 1 shift, but would if it was going to be a huge attack.
Blocks are not normally subject to reduction in effect (the way attacks are) by other blocks if the new block matches/surpasses the old.  The stunt changes this, making the resulting 'counter-grapple' less powerful.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 08, 2012, 11:58:46 PM
Hey, cool, I thought I was going to have to rewrite those myself.

New versions of the first 9 look good, apart from really tiny wording things.

Though I think that Quick Counter could easily work with Weapons defence without balance problems.

The last 3 are kinda problematic.

Taking The Hit might be great or awful, I don't know.

Tedronai is right about Judo Master and I'm Taking You With Me.

I wrote something like I'm Taking You With Me a while back, look here:

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.

I dunno if this is similar enough to make your stunt redundant, but it is pretty similar. Maybe it'll be useful.

Shooting Position doesn't bother me, it's easy enough to apply the bonus only to the parts of attacks that apply to you. It should be no harder to deal with than Hulking Size.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 09, 2012, 03:23:05 PM
Hey, cool, I thought I was going to have to rewrite those myself.

New versions of the first 9 look good, apart from really tiny wording things.
Alright, cool.

Quote
Though I think that Quick Counter could easily work with Weapons defence without balance problems.
I kind of think when it's taken it should specify one or the other, though, but that's mostly a thematic decision on my part, and the part of the player whose character uses it in my game.

Quote
Taking The Hit might be great or awful, I don't know.
Admittedly, we haven't had much opportunity to playtest it. But our next session should include a big fight scene, so I'll be able to see how it goes.
Quote
Tedronai is right about Judo Master and I'm Taking You With Me.
Hm. Alright, have Judo Master just be the Might result, then, I guess.

Quote
I wrote something like I'm Taking You With Me a while back, look here:

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.

I dunno if this is similar enough to make your stunt redundant, but it is pretty similar. Maybe it'll be useful.
I can see it working similarly, though there's the narrative difference. Yours is going on a suicidal charge, mine is more of a "Well, you've already stuck me, I'm not letting you get away." Though now I'm thinking it might work better as an aspect you could invoke for effect when that happens, given that, as pointed out, the situation isn't going to come up terribly often, unless you've got a Recovery power. Which, come to think of it, would make a kind of hilarious character concept in and of itself.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 09, 2012, 07:29:12 PM
What is the thematic reason to have Quick Counter specify which skill you can dodge with?

I'm not necessarily opposed, I just don't see the point.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 09, 2012, 08:00:43 PM
Well, the character in question was built around the concept of dodging more than defensive swordsmanship, so the idea was that he'd dodge quickly enough to very briefly flank the attacker and thus justify the bonus (think the dodge from the 2002 Shinobi game).

I figure the stunt reflects that the character's particularly proficient in one type of defense--he might use Athletics because he's more confident in his ability to get out of the way than to parry, for example, or vice versa. Even if they work out the same mechanically, it's a different narrative action.
Title: Re: Homebrew Stunts
Post by: computerking on February 09, 2012, 08:55:08 PM
Hmmm How about..
My Will is My Sword (Discipline)
Your weapon proficiency is such that your magic affects your tools as easily as it affects yourself. Gain +2 to rolls on non-attack spells cast to enhance your weapons for combat (Maneuvers, Weapon alterations, etc).

Or...
My Sword is My Will (Weapons)
You may not have all the fancy footwork, but you have worked so hard with your weapon that you can parry the very forces of reality itself. Substitute Weapons for Athletics when defending against Magic spells that allow defense with such.
Title: Re: Homebrew Stunts
Post by: Mr. Death on February 09, 2012, 09:32:06 PM
For the second one, there's already Footwork, which allows the Weapons skill to defend against anything.
Title: Re: Homebrew Stunts
Post by: computerking on February 10, 2012, 12:27:02 AM
For the second one, there's already Footwork, which allows the Weapons skill to defend against anything.
I know... perhaps a +1 to the parry is in order for the specificity of the stunt...
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 10, 2012, 06:44:47 AM
@Mr. Death: Alright, it's your call.

@computerking:

First one is probably too good, it arguably outperforms Refinement. Directly boosting spellcasting rolls is something I want to stay away from with stunts.

Second one could probably use that +1. But I do have to question if it really makes sense without magic.
Title: Re: Homebrew Stunts
Post by: MWKilduff on February 15, 2012, 09:07:04 PM
Athletics:

Reading the Line of Fire: You can tell where the bullets will go before the trigger is pulled. Increase your athletics skill by 2 when using it to dodge gunfire.

I think this might appropriate under guns or perception and give the bonus to athletics.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 16, 2012, 05:32:35 AM
Shouldn't it be an Athletics stunt if it boosts Athletics?
Title: Re: Homebrew Stunts
Post by: Tedronai on February 16, 2012, 08:33:49 AM
IMO, and given that the header a stunt falls under has no mechanical baggage, existing only for sorting convenience, yes, stunts should be listed under the skill they benefit.
Title: Re: Homebrew Stunts
Post by: MWKilduff on February 17, 2012, 03:40:03 AM
Sorry I am just use to listing skills modifiers under the skill that provides them not the skill the affect.  It is purely semantics at that point considering it does not change anything meaningful in the game.
Title: Re: Homebrew Stunts
Post by: Gatts on February 20, 2012, 12:37:52 PM
Athletics:
Traceur - Due to your practise of navigating the city on foot, and often at speed, you know every nook and cranny - on the streets and above them. You use Athletics for the Driving trapping Street Knowledge and Navigation. Though this gives you no skill navigating highways, you know how to cross the city on its rooftops.
Le Parkour (Requires Traceur) - Your ability to leap obstacles and scale walls makes travelling much quicker. When travelling on foot, your journey is two time increments shorter.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 20, 2012, 09:51:57 PM
Looks pretty good to me.

Don't see the need for the restriction on Traceur, though.
Title: Re: Homebrew Stunts
Post by: Gatts on February 20, 2012, 11:51:58 PM
It was a common sense judgement rather than a balance one really, won't make a difference in my game at least but I guess if anyone else uses it they're free to drop that part.
Title: Re: Homebrew Stunts
Post by: computerking on February 22, 2012, 01:46:18 PM
Intimidation
Don’t You Dare
You have learned to cause enough fear to stop foes in their tracks. You may use your Intimidation skill to perform a block in physical combat, potentially preventing someone from making a conflict action against you.


Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 23, 2012, 01:12:07 AM
I don't think you need a stunt to do that. I suggest tacking on a +2.
Title: Re: Homebrew Stunts
Post by: computerking on February 23, 2012, 11:21:00 AM
Mostly it's a reskin of a Conviction stunt in YS, and I seem to remember a long argument back in... May? June? about whether uses of Social skills were allowed/viable in the middle of a physical conflict...
Title: Re: Homebrew Stunts
Post by: Gatts on February 23, 2012, 11:39:23 AM
Mostly it's a reskin of a Conviction stunt in YS, and I seem to remember a long argument back in... May? June? about whether uses of Social skills were allowed/viable in the middle of a physical conflict...
I think the criticisms of the other stunt was that it was clearly supernatural, nothing but your belief in something kept things away. I belief there were also criticisms on how well your faith keeps away thugs.
Since this is actually an active attempt to protect yourself, I don't see the problem.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on February 24, 2012, 07:33:20 AM
That discussion was about social attacks, IIRC. Blocks and maneuvers are kosher.

Devout Words makes sense without to me without magic. I just read a volume of a manga called 20th Century Boys which contains a good example of how I think it would work...have you read that manga?
Title: Re: Homebrew Stunts
Post by: ways and means on November 25, 2012, 02:04:59 AM
Defensive Fighting (fists) When making an attack with your fist you can choose to fight defensively this gives a +2 bonus on fist defense rolls until the beginning of your next turn but subtracts 1 from any stress you caused with that attack. 

Grizzly Display (intimidate) After taking someone out of a fight you can declare the grizzly display aspect without a roll. You also gain a +1 to intimidate check on anyone who has seen one of your displays.   
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 25, 2012, 06:34:00 AM
Defensive Fighting looks good.

Grisly Display I'm less sure of, but I guess it's fine. Might need an "if it makes sense" clause though.

I'll add 'em to the list next update.
Title: Re: Homebrew Stunts
Post by: Mr. Death on November 26, 2012, 11:57:52 PM
I've Fought A Lot Of Monsters: You've been in position to see how a lot of supernatural nasties fight--usually because they're swinging their claws at you--and that knowledge is almost as good as just being quick on your feet. When fighting supernatural creatures, you may use Lore instead of Athletics to dodge physical attacks.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 27, 2012, 01:37:39 AM
Might be good to put a bit more definition on that...if a wizard shoots a gun at you, does it help?

But I like the idea, and I'll add it to the list.
Title: Re: Homebrew Stunts
Post by: Tedronai on November 27, 2012, 02:21:45 AM
Isn't that strictly inferior to a stunt in OW?
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 27, 2012, 02:32:24 AM
A Few Seconds Ahead is a Power, and I'd rather ignore its existence.
Title: Re: Homebrew Stunts
Post by: Tedronai on November 27, 2012, 02:33:36 AM
Right.  Just one of those powers that blurs the line between powers and stunts.
Why would you rather ignore it?
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on November 27, 2012, 02:44:13 AM
The blurring annoys me, since it makes defensive stunts obsolete.

Plus it's really powerful and rather boring.

And it doesn't fit the character it's on. Abby was not a bullet-dodger.
Title: Re: Homebrew Stunts
Post by: Mr. Death on December 01, 2012, 04:50:54 PM
Might be good to put a bit more definition on that...if a wizard shoots a gun at you, does it help?
Nah. Like the definition says, just physical attacks by monsters and supernatural creatures. Things like swipes with Claws or weapons held in the hands of a ghoul or some such.
Title: Re: Homebrew Stunts
Post by: Tedronai on December 01, 2012, 06:53:01 PM
So a ghoul shooting at you would apply, but not a wizard?  Wizards are clearly 'supernatural creatures' (that 'creature' just happens to be 'human').
Title: Re: Homebrew Stunts
Post by: Mr. Death on December 01, 2012, 07:33:08 PM
So a ghoul shooting at you would apply, but not a wizard?  Wizards are clearly 'supernatural creatures' (that 'creature' just happens to be 'human').
Sorry, should have said Weapons wielded by ghouls. Like I said, physical attacks. It's about knowing how the creatures move, like a wildlife expert would have knowledge of what, say, a lion looks like when it's about to pounce.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 01, 2012, 09:05:54 PM
"Melee attacks from non-human supernatural beings", then?
Title: Re: Homebrew Stunts
Post by: Mr. Death on December 02, 2012, 04:07:02 PM
Yeah, that's a little inelegant in phrasing, but it works.
Title: Re: Homebrew Stunts
Post by: narphoenix on December 07, 2012, 12:19:03 AM
What about this?

Hunger Control (Discipline, Requires Feeding Dependency)- +2 to Discipline when rolling against Hunger Stress.

Also, should this be allowed to be takeable multiple times?
Title: Re: Homebrew Stunts
Post by: Tedronai on December 07, 2012, 01:11:47 AM
It should not be stackable with itself.  It might deserve a +3 bonus, though.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 08, 2012, 01:33:06 AM
I'd allow it, but only if you were using some kind of Feeding Dependency rewrite.

With canon Feeding Dependency, it's underpowered. Having Feeding Dependency is worth a 1 Refresh rebate, so if you spend 1 Refresh on resisting Hunger you should be completely Hunger-free.

I'd suggest broadening it slightly if you want to use it with the canon Power. Resist Hunger rolls and something else. Something like Blood Frenzy or Feeding Frenzy rolls.

Also, I'd let people without Feeding Dependency take it if they wanted to for some reason.
Title: Re: Homebrew Stunts
Post by: narphoenix on December 08, 2012, 01:55:12 AM
Would you allow it to stack (and be taken) with your version of Feeding Dependency, Sancta?
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on December 08, 2012, 02:00:13 AM
You could definitely take it.

Stacking, well, I'd have to think about that one.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on June 02, 2013, 07:20:09 AM
Wow, it's been a long time.

Well, I'm updating the stunts page on the wiki. And there are some stunts there that aren't here, so I figure I should also update the stunt list here.

Anyway, here's the stuff on the wiki that isn't from here.

(click to show/hide)

Anyway, I'll be updating the stunt list here first. Then I'll copy the list here onto the wiki page.

This update isn't just for stunts from the wiki. You should feel totally free to contribute your own stunts. I plan to add a few stunts of my own, too.
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on June 02, 2013, 08:40:32 AM
More stunts that are gonna be added in the next update. They pretty much all need editing.

These ones are mine:

(click to show/hide)

And these ones are from other people:

(click to show/hide)
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on June 03, 2013, 09:22:09 AM
And here are the edited versions of the new stunts from the wiki. Many of them were well-written and needed no real editing. I still messed around with their wording, though, so that they'd be worded similarly to the rest of the list.

I had to remove a few stunts. Namely:

Magic Dodge, because Athletics is already the default skill for spell defence.

I've Seen It All, because a canon stunt does the exact same thing.

Mixed Martial Artist, because there's already a stunt on the list that does what it does. I'll be adding its name to that stunt, though.

Lore is My Strength and Lore Is My Guide, because even if it's okay to change casting skills with stunts it isn't okay to use one skill for multiple parts of the casting process.

Good First Impression, because it's basically a duplicate of a canon stunt.

Battle Tactician, because I don't think you need a stunt to target multiple allies with a maneuver. And if it's intended to provide multiple tags, then that violates the action economy.

Stealth Fighter, because it's way too good.

I also edited a few stunts that seemed a bit too strong or too weak.

Graceful Silence was split in half, since you only get one trapping per stunt.

Ground And Pound lost its free action damage option, since that seemed too powerful. Also added a note saying such a stunt could exist in Might.

Domination now complements skills instead of replacing them.

Pistols Akimbo no longer has a range limitation.

Gun Kata now includes a situational +1 because it's narrower than it has to be.

Defender now requires its user to take a supplemental action. Not totally certain about this change, but I think the stunt was probably slightly too good before. I could be convinced otherwise quite easily.

(click to show/hide)
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on June 04, 2013, 01:04:25 AM
And here are the edited versions of the other stunts.

(click to show/hide)

Edit list:

-Clarity Through Rage is now clearer and adds a huge bonus instead of creating an absolute effect.
-Hunger Control now works on all sorts of Hunger, so there's actually a reason to take both it and Feeding Dependency.
-Instant Medication now has a more generic name.
-One Breath edited so that it's mechanically clear, hopefully without changing what it's meant to do.
-Grisly Display is now clearer, I hope.
-Run Away now exists.
-O-Chiburi now inflicts an Aspect, which I think fits the idea the writer had in mind better than mental stress does.

I think the list update is pretty much ready.

But of course I'd appreciate it if y'all could look over this stuff and make sure it's okay.

And it's not too late to contribute your own stunts!
Title: Re: Homebrew Stunts
Post by: Sanctaphrax on June 05, 2013, 10:22:15 AM
Updated the list.

Made a few edits as I did so, but most of them were utterly trivial. The only ones that anyone is likely to care about were the slight clarifications about who's affected by Dominator and Don't Mess With My Friends.

Wiki page has been updated too.

It's not too late to criticize the update, though. I can always go back and change things.

PS: There are now two stunts on the list with the same name (Feint). Hopefully it won't be a problem.