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The Dresden Files => DFRPG => Topic started by: Sanctaphrax on October 18, 2011, 04:08:36 AM

Title: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 18, 2011, 04:08:36 AM
As many of you know, I maintain the master list of homebrew stunts on this forum.

As many of you may not know, I'm not totally satisfied with the quality of everything on that list.

So. It's time to clean things up.

The purpose of this thread is to get some help from the rest of the forum in doing so. If a stunt seems bad to you, tell me. If there's a general problem throughout the list, tell me. If there's anything at all on the stunt list that you think ought to be changed, tell me.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 18, 2011, 04:09:52 AM
Here are the problems I've noticed. If you see something that one of these problems applies to, please point it out to me. If you think something should be added to this list, please tell me.

1. Some stunts are just badly or inconsistently worded.

Nothing fancy here: it's just that some of the stunts aren't very well written. And the format is not entirely consistent. I'd like to have bonuses written like this: "add two to your Might skill" but I've foolishly gone and peppered the list with things like "+2 Might". Yeah, I know, it's nitpicky. But that's how I am.

2. Some stunts are too supernatural.

I believe that stunts can interact with powers. But they should do so in a way that is stunt-like. Some of the stunts on the list cross over the nebulous boundary from stunt-like to power-like.

3. Some stunts are overpowered.

When I started the stunt list, my ideas on balance were a little different. The most important difference between my opinion now and my opinion then is that I know think social combat stunts should be subject to the same restrictions as physical combat stunts.

To elaborate:

Attack stunts give +1 to hit under a specific circumstance or +2 stress under a specific circumstance.
Defense stunts give +2 to dodge under a specific circumstance or 1 armour under a specific circumstance.

This supersedes the standard rules on stunt balance. Even if Dodging is just one trapping of Athletics, a blanket +2 to it doesn't seem fair for 1 stunt.

There are stunts on the stunt list that give a flat +2 to Rapport in a specific situation. Experience has taught me that that is way too good.

I'm also considering putting restrictions on the stunts that move attack and defense trappings, especially the ones that move physical defense. They seem too good.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 19, 2011, 06:03:55 AM
Nobody has anything to say, it seems...

Maybe people think the list is perfect as-is.

If you've used stunts from the list, have there been problems?

Do you think my issues sound reasonable?

I'd really rather get people's input before I start making changes. The opinions of others should prevent me from making mistakes or introducing my own biases, in theory.
Title: Re: Cleaning Up The Stunt List
Post by: EdgeOfDreams on October 19, 2011, 07:17:54 AM
Consistency of wording is a non-issue for me.

I've never liked stunts that interact with powers at all.  I would rather follow the Incite Emotion model of having various power upgrades that are explicitly powers, not stunts.

The balance of social stunts is gonna vary a lot between groups.  For example, I play with a group that rarely has socially-competent characters and tends to resolve a lot of social situations in just a roll or two or three, rather than having full social combat with stress, consequences, etc.  For my group, stunts that grant +2 to a social trapping just aren't that big a deal, though I could see it being a bigger problem for groups that DO use the social combat rules extensively.

Considering that social attacks don't have a weapons rating outside of powers and stunts, I think the balance point for social combat stunts is probably something like...
Defensive: +2 to the roll
Offensive: +1 to the roll and +1 stress on a successful attack.

But that's completely untested and probably worth a thread to itself.

Regarding the Physical Defense trapping - I feel that only Fists and Weapons should be allowed a blanket "Substitute this for athletics when dodging ranged and area attacks".  A few other skills, such as Stealth MIGHT be viable for a substitution of defense trapping, but it'd have to have a limiting circumstance so you don't have the absurdity of the 5-Scholarship, 0-Athletics pure-mortal nerd dodging everything that comes at him for the price of a stunt or two.

And really, anyone who's worried enough about combat optimization to sub a defense trapping ought to have Athletics at 2 or 3 anyway. Otherwise, they can easily fail to deal with (or waste fate points on) non-combat physical obstacles, high-speed foes, chase scenes, falling damage, etc. etc.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 19, 2011, 03:58:16 PM
People likely aren't responding because this is a massive task.

Alertness:
Attention!: Way too powerful (you might as well not have alertness at that point if one of the other members of your party does)

Traffic Watcher: Doesn't make sense. Why are you getting a flat +2 to Alertness while in your car? That would be sitting down on a moped and suddenly being able to react to danger faster. It should be +2 to watching for a tail or something. Alternatively it could allow one to modify alertness by driving when in a car.

Inspector: Does not make sense at all. Alertness is about the ability to react to changes in environment and is only for passive not active examination.

Notice the Unseen: This allows one to add three to notice magically hidden things. That most certainly does not qualify as "very, very narrowly defined"

Athletics:
Excellent Mount: Having someone on top of you should not increase your athletic ability. This stunt should only be used to remove a penalty, if it were to exist at all.

Highly Mobile: Doesn't that impede on the Speed powers.

Land On Your Feet: This seems rather powerful for an ability that doesn't require a fate point.

Burglary:
Five-Fingered Discount: This needs to be limited in what you can find and how long it takes to find it. It should also be used at a penalty as compared to resources.

Burglar's Signature: This allows you to invoke an aspect to add +2 to burglery. Isn't that how things normally work?

Contacts:
Friends Everywhere: That is both way too powerful and doesn't make sense fluffwise. It completely negates a penalty of four or greater. Fluffwise it basically states that even if you are Outside the outer gates, you have friends. Unless breaking the laws of magic is central to your character, that would make no sense.

Conviction:
Stubborn Faith: This can be quite broad given how many actions could go against the character's faith. Two minor consequences might be too much.

Shield Of Faith: Power and fluffwise this makes no sense.

Religious Contacts: This needs to be a whole lot less broad. Anyone who shares your religion? That's a whole lot of people depending on the religion you choose. This can basically be used to replace Contacts in its entirety. It should only be when dealing with religious leaders and such.

Lay On Hands: That should be a supernatural power.

Actual Priest: This needs to be better written and have a new name. Furthermore, it really should only be used to determine you knowledge of your religion's doctrine, not overall religious knowledge.

Craftsmanship:
Do You Like It? I Made It Myself: This should only provide a bonus when using weapons you made yourself. Replacing attacking skills with Craftsmanship is beyond powerful.

Bricoleur: Way too broad. You get straight bonus to "to make creative and resourceful use of whatever materials are at hand (regardless of their original purpose)." So that is pretty much everything your crafting. For example, you could make creative use of metal to craft a sword. In fact I would completely replace this entire skill tree with the Scavenger stunt and maybe enhancements to it.

Big Pocking Wrench: This stunt almost seems like a joke. Why would one get a bonus to fixing things with a wrench? All a wrench does is tighten and loosen things. Now the breaking bit of this stunt is relatively reasonable, though I would instead make it so that large wrenches no longer count as improvised weapons. Also unless the wrench causes pock marks, it needs a new name.

And now to skip ahead to my favorite skill, Resources.
Resources:
Wealth Beyond Imagination: Major fluff problems. Why do you have more money to buy expensive things than you do cheap things?

Prized Possession: Finally, a drastically under powered stunt. A single item that is two above your resources score isn't worth refresh.

Access Pass: This doesn't really seem to be a resources stunt so much as a scholarship stunt that lets you bypass resources. Furthermore, why is it always Superb? It would seem to make more sense to simply allow you to replace your resources with scholarship for getting that library (ie: since you have more knowledge you get a better job and thus access to better resources)

Professional Gambler: This would seem to be a purely gravy train stunt. It is a +2 to all resources half the time which is not a narrow application. It needs penalties.

Sponsored Resources: I personally would tend toward this stunt being a 2:1 trade (+2 to resources for every point of sponsor debt) but still capped at +4.

Other (not as detailed notes):
Feint: Too powerful and doesn't make sense.

Disciplined Body: Doesn't make sense.

Unbroken Composure: Fluff problems. Avoiding Surprise is about reacting fast enough, not keeping calm enough to react. It doesn't matter how composed you are if you don't have time to react to being shot in the back.

Trained As A Unit: Beyond powerful.

Instinctive Defence: See above.

Gunner: Fluff problems. Why would someone with great driving but horrible guns suddenly be able to use a vehicle mounted minigun well?

Backlash Absorber: There is a side bar that talks about how bad an idea a stunt like this is.

Inexhaustible Power: This is not a narrow use, this should only give you one mild consequence at most.

Spell Resistance, Fireproof, and Was That Supposed To Hurt?: Those are supernatural abilities.

The King Still Stands: Still not a narrow use. Also fluff problems.

No Holds Barred Beatdown: Too powerful.

Destroyer Of Abominations: Too powerful, most evil creatures will count as offensive to your faith for most religions.

Brutality and Extreme Brutality:  :o You are skipping the entire stress track. If there was a facepalm smilie I would be using it right now.

Touch Of Emotion: Severe fluff problems.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on October 19, 2011, 05:40:16 PM
Nobody has anything to say, it seems...

Maybe people think the list is perfect as-is.

If you've used stunts from the list, have there been problems?

Do you think my issues sound reasonable?

I'd really rather get people's input before I start making changes. The opinions of others should prevent me from making mistakes or introducing my own biases, in theory.

Consistency of wording isn't an issue for me because I'm not trying to write a script for stunts or powers.  It's extremely handy for NPCs though, since it saves me a lot of work.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on October 19, 2011, 05:41:02 PM
People likely aren't responding because this is a massive task.

True that.  I've got plenty on my plate already.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 19, 2011, 06:18:16 PM
Ah, this is more like it!

My thanks to everyone who responded.

I didn't mean to ask much, really.

I wasn't expecting anyone to scan the whole list.

But I figured that many people here had read the list and some had used things from it, so they'd probably have complaints.

Point by point response next post.

PS: Consistency of wording is just one of my little obsessions. In case it isn't obvious, I'm the sort of guy who gets amateur diagnoses of OCD.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 19, 2011, 07:12:23 PM
@EdgeOfDreams:

The power-stunt interaction thing is not changing, unless someone else takes over this job. But I would be willing to tag supernatural-ish stunts so that people who don't like 'em can avoid 'em. Should I do that?

Stunts on this list have to be balanced around a hypothetical average game. In my hypothetical average game, social interaction is important. If a stunt would be broken in a game like that, it's gotta go.

Would be interested to see a social stunt balance thread or to hear your reasons for making social attack stunts stronger.

I agree completely about physical defense stunts.

@ALurker:

Wow, this is a very comprehensive reply. Before I reply to each point, let me specify that I use a limit of roughly 50% for how often a +2 stunt should apply.



Attention!: Not sure if you're aware, but this stunt only works if the guy who's initiative you're copying has this stunt too. Which means that it costs 2 refresh, effectively. It costs 1 refresh to replace one of your own trappings with another one of your own trappings, so I figured an extra refresh would be a fair price for sharing this between players. Thoughts?

Traffic Watcher: Yeah, this makes little sense. I seem to recall this one going through a not-very-good rewrite. Will try to make it better.

Inspector: Disagree. Expanding a skill beyond its normal limits is what stunts do. This is a very reasonable step for Alertness to take.

Notice The Unseen: How often do players roll to notice something magically hidden? I'd expect less than once per session. Is that contrary to your experiences?

Excellent Mount: You are correct. Any ideas for a better Athletics stunt based around being a mount?

Highly Mobile: Yes, but not any more than the On My Toes or Fleet Of Foot stunts do. A little overlap between stunts and powers is OK.

Land On Your Feet: Nope. This'll reduce stress from falling by 2 or 3. Compare to a defensive stunt giving +2 to avoid attacks. Given the rarity of falling damage, I actually think that this is probably underpowered.

Five-Fingered Discount: Why? It seems fine to me...

Burglar's Signature: The bonus stacks with normal invocation benefits. Will make that clear.

Friends Everywhere: I thought that the penalty was always -2 for Contacts rolls is unfamiliar territory. And I didn't think that a skill being actually impossible to use counted as a penalty. But for the sake of clarity, will rewrite to say that it negates 2 points of penalties only.

Stubborn Faith: Maybe, not sure. I guess this one's borderline.

Shield Of Faith: Yep, this is BS. It was on my kill list before you said a thing, but I appreciate the backup nonetheless. I originally wrote this under inspiration from the canon stunt offering physical Conviction blocks, which I now see was a bad precedent.

Religious Contacts: What you suggest I change this stunt to is what I intended it to be originally. Will rewrite to make more clear.

Lay On Hands: I don't think so. It's within the mechanical limits of stunts and it's no more supernatural than the canon stunt letting you create scene aspects by praying.

Actual Priest: You're right, it isn't all that well written. But it "religious knowledge" seems narrow enough as it is.

Do You Like It? I Made It Myself: What do you mean? Attack trappings aren't that much more valuable then other trappings. That being said, I don't think the thematic justification here is very good. I might change it so that Craftsmanship complements combat skills when fighting with self-made weapons.

Bricoleur: Only boosts Assessments and Declarations. That's limitation enough. Also, making a sword is not creative.

Big Pocking Wrench: It is indeed a bit of a joke. Pocking is a euphemism for the f word, if I'm not mistaken. But the mechanical effects are balanced and reasonable, so I don't care.

Wealth Beyond Imagination: This is basically just +2 to Buying Things. Given the relative importance of that trapping, it might be too powerful.

Prized Possession: This stunt was a bad idea from the start. Thanks for pointing it out.

Access Pass: Replacing Resources with Scholarship would give you a lab worth Scholarship-2. This stunt was intended to be stronger than that but also more limited on account of not letting you own the lab. But it should indeed probably scale with skill.

Professional Gambler: It boosts your skill slightly less than half the time, given that not all applications of Resources are rolled. So I think it's okay.

Sponsored Resources: Will think about it. Will probably settle on having it give +3, one use/roll only.

Feint: I more or less agree.

Disciplined Body: It's meant to represent the whole "mind over matter" thing that some semi-mystics advocate. Does that seem nonsensical to you?

Trained As A Unit: Man, the wording here is awful. Will edit. Suffice to say, the stunt is not supposed to be as powerful as it is.

Instinctive Defense: Indeed, this was a bad idea.

Gunner: I figure that operating a mounted weapon is very different from operating a normal gun. Am I wrong?

Backlash Absorber: Would appreciate a quote, I don't have books on hand.

Fireproof and Spell Resistance: I don't think so. Some people are more resistant to some things than others. Why is that supernatural?

Was That Supposed To Hurt?: This doesn't have to be magical because of the abstract nature of stress. Nonetheless, it needs a slight nerf as part of my general combat stunt modifications.

The King Still Stands: Seems narrow to me. Players rarely fight alone, and when they do it's often 1v1.

No Holds Barred Beatdown: Why? It's only better than the standard +2 after you've inflicted a severe consequence, and fights where that happens before you've essentially one are rare. Especially because only very important characters have severe consequence slots.

Destroyer Of Abominations: I suppose it depends on religion. I figure that the average guy with this stunt will fight mortals or non-offensive beings at least half the time. But maybe that isn't a safe assumption.

Brutality and Extreme Brutality: I don't think that these were meant to bypass the stress track, but they are written that way. Will edit. The idea was to let you control the choice of consequences, that's all.

Touch Of Emotion: Yes, this is too supernatural. Will make into a power.



If you ever feel inclined to attack the rest of the list, I'd really appreciate it. This has been helpful.
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 19, 2011, 07:18:19 PM
Quote
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.

This rubs me the wrong way.  Why is taking something apart for parts quicker than simply having said parts on hand?  I like the sentiment, however, but would rework it so that you can roll Craftsmanship instead of Resources to...uh... get parts, or to "buy" things, or something, when in appropriate surroundings.  I don't know what would be balanced; I'm just taking issue with the lack of logic that I'm seeing.  I hate picking nits without appropriate useful feedback but you guys are so much better at balancing these things.  I withdraw my criticism if you can explain this stunt in a way that makes sense. :)
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 19, 2011, 07:37:09 PM
Quote
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.

...I suppose I would allow this one depending on the campaign.  I'm leery of it, though - clearly anyone taking it is planning on shooting a lot of people, and the stunt is going to apply to billions of targets.  It's hardly a narrow use IMO.

I'm okay with the stunt applying to a type of supernatural creature, strangely enough.  Not ALL supernatural creatures, but a type.  Vampires, Fairies, Demons, Denarians, etc.  Possibly Wizards.  :)

Quote
Empty Mag Empty Room: (Requires Blaze Away) Sometimes you just have to fire every bullet you have. When you attack with a gun, you may choose to fire every bullet in your gun at once. If you do, each attack you make that exchange gets a +1 bonus.

This shouldn't require Blaze Away.  You can empty your magazine and make a single attack at +1, or you can use an automatic weapon that naturally allows Spray Attacks and get a +1/attack, or you can have the Blaze Away stunt and a NFA weapon and make Spray Attacks at +1/attack.

The benefits of this stunt stack quickly as you increase the number of attacks as well; I'm not sure I like that sliding scale of effectiveness.  Perhaps a blanket +2 to Spray Attacks before your shifts are divided into multiple attacks would be more balanced.

Should we also have a stunt that allows a zone attack at a -2 with an automatic weapon?  Or possibly at a -1 penalty?
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 19, 2011, 07:53:58 PM
Quote
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.

I thought torture/interrogation was a trapping of Intimidation, and it's one of the few skills that may inflict mental stress. I don't think this stunt is needed, or if so, it could be reworded to add 2 stress to Intimidation attacks when the subject is helpless or so on.

Quote
I Do What I Want: You don't take no orders from nobody. You have social armour 1 against social attacks phrased as commands.

Teflon Persona applies Armor:1 against social attacks.  Either Teflon's overpowered and IDWIW is fine, or there's no point in taking IDWIW.  I suppose I'm coming from a POV where I wouldn't let them stack.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 19, 2011, 08:04:37 PM
Scavenger doesn't really make sense by real-world logic. But by plot logic, it's...well, not as ridiculous. I guess you could justify it by saying that the parts of existing machines are already put together in useful ways.

Perhaps we need a fourth problem:

4. Some stunts make little sense.

Killer of Many might apply too often in some games where supernaturals are rare. Maybe I should add a warning about that...

The reason Empty Mag, Empty Room requires Blaze Away is thematics and balance, not mechanical necessity. It pushes the envelope of allowable stunt effects a bit, so I think a prereq is appropriate. It rewards making huge spray attacks because the normal rules make huge spray attacks a dumbass move.

A zone-attack Guns stunt sounds like a good idea to me.

Teflon Persona has a limitation, like I Do What I Want. I admit, though, that Teflon Persona's limitation is a little weak.

I think torture is a standard trapping of Intimidation, but I'm not sure that it can be used to inflict mental stress without a stunt. Can someone who has the books on hand check?
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 19, 2011, 08:12:39 PM
I'm full of crap, and the Torturer stunt should remain as it stands:

Quote from: YS p217
Certain individuals might also have the
training to accomplish this sort of thing, going
beyond the usual trappings of Intimidation
and into torture, represented by an appropriate
stunt.

You sold me on Empty Mag, Empty Room as it stands here.  And I think with Killer of Many it really comes down to the group, the campaign, and the GM whether it's going to be a problem.  Hell, you can probably say that about any of these stunts, KoM just stood out as a glaring example of a very context-sensitive stunt.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 19, 2011, 10:23:19 PM
@ALurker:

Wow, this is a very comprehensive reply. Before I reply to each point, let me specify that I use a limit of roughly 50% for how often a +2 stunt should apply.
Personally I consider that a little too often but I guess that's okay.
Quote
Attention!: Not sure if you're aware, but this stunt only works if the guy who's initiative you're copying has this stunt too. Which means that it costs 2 refresh, effectively. It costs 1 refresh to replace one of your own trappings with another one of your own trappings, so I figured an extra refresh would be a fair price for sharing this between players. Thoughts?
The thing is that instead of replacing it with one of your own skills, you are replacing it with another person's. The problem comes when one person sacrifices one of their refresh points and sets Alertness as one of their highest skill (if not their highest), in exchange for benefits from the other players, who for one refresh can completely dump alertness.
Quote
Notice The Unseen: How often do players roll to notice something magically hidden? I'd expect less than once per session. Is that contrary to your experiences?
Good point, my experiences with DnD were leaking over.
Quote
Excellent Mount: You are correct. Any ideas for a better Athletics stunt based around being a mount?
Maybe something that gives the mount an aspect that can be tagged/invoked by either the mount or rider? I really don't know.
Quote
Highly Mobile: Yes, but not any more than the On My Toes or Fleet Of Foot stunts do. A little overlap between stunts and powers is OK.
Good point.
Quote
Land On Your Feet: Nope. This'll reduce stress from falling by 2 or 3. Compare to a defensive stunt giving +2 to avoid attacks. Given the rarity of falling damage, I actually think that this is probably underpowered.
The thing is that it scales upward. Furthermore, compare it to Acrobat which gives it two one shift effect a +1 to surviving a fall and a +1 to dodging ranged attacks.
Quote
Five-Fingered Discount: Why? It seems fine to me...
It allows you to steal anything that you could buy which doesn't really work. For example stealing a house or an island. Also it should note that depending on the item, stealing things could take significantly longer than buying them with money on hand (which is what resources is a measure of). Buying illegal things is more expensive than legal items and I would think that all stolen items count as illegal (which isn't noted). Second to last, the reason I'm wary of this stunt is that unlike other skills, the resources skill has one very powerful trick (and one benefit that allows it to enhance other skills) which all of its trappings are a variation of. This is unlike other skills which generally can do a host of things. Replacing that one trick with another skill that can also do a whole lot of other things seems rather unbalancing. Finally, stealing something major (or sometimes even minor) is really an action that should have its own scene, whereas this lets that be skipped.
Quote
Friends Everywhere: I thought that the penalty was always -2 for Contacts rolls is unfamiliar territory. And I didn't think that a skill being actually impossible to use counted as a penalty. But for the sake of clarity, will rewrite to say that it negates 2 points of penalties only.
Nope it specifically says +4 or more (pg 123).
Quote
Stubborn Faith: Maybe, not sure. I guess this one's borderline.
You will note that it says one or two expendable two-shift effects and you should lean towards one if the application is broad. Most religions dictate pretty much everything in your life (assuming you are doing what it says which most people don't) but consider this stunt on someone like Michael.
Quote
Do You Like It? I Made It Myself: What do you mean? Attack trappings aren't that much more valuable then other trappings. That being said, I don't think the thematic justification here is very good. I might change it so that Craftsmanship complements combat skills when fighting with self-made weapons.
The problem is that is says to choose ranged or close combat weapons. That allows it to either replace Fists and Weapons (for close combat weapons) or Weapons (for throwing weapons) and Guns. That's a trapping and a half each time. Furthermore, explosives are already part of Craftsmanship so this trapping makes it extremely easy to make so pretty much all your physical attacks are governed by one skill. Finally as you said the fluff just doesn't make sense. I totally agree with the complementing idea though.
Quote
Disciplined Body: It's meant to represent the whole "mind over matter" thing that some semi-mystics advocate. Does that seem nonsensical to you?
The problem is that ignoring your body doesn't make it any less damaged. But I guess given the relative abstraction of stress that that could fit. However, this would basically turn all Sorcerers/Wizards into tanks as soon as they got one refresh to spend on this stunt.
Quote
Gunner: I figure that operating a mounted weapon is very different from operating a normal gun. Am I wrong?
Depends what you mean by mounted gun (which this stunt doesn't specify and that is my main problem with it). Operating the main gun of a tank could totally be governed by driving since it is very different from firing a gun. Operating a truck mounted machine gun is pretty much like firing any stationary machine gun (though mobile of course :D) and would thus fall under guns.
Quote
Backlash Absorber: Would appreciate a quote, I don't have books on hand.
This one is always hard to find so it might take me a while but I'll get back to you with the quote. I've found it several time and then when ever I think of it I have to find it again (you'd think I would learn my lesson and write it down somewhere easy to find).

Edit: See next post.
Quote
Fireproof and Spell Resistance: I don't think so. Some people are more resistant to some things than others. Why is that supernatural?
There's a difference between being resistant to high levels of heat and being resistant to fire. One is a survivable temperature if miserable and the other is several hundred degrees.

Being resistant to all magic is even more ridiculous. It covers a range of being resistant to thrown boulders, fire, mental attacks, direct magical force, drowning, lightning, being blown into an object, and more.
Quote
Was That Supposed To Hurt?: This doesn't have to be magical because of the abstract nature of stress. Nonetheless, it needs a slight nerf as part of my general combat stunt modifications.
The problem is that you can't be immune to bullets, explosions, fire, lightning, and so on by enduring them without some kind of magic ability, whereas you could dodge them perfectly easily. Note that this is primarily a fluff problem. Also saying that it works because the abstract nature of stress does not work with this power since this is about avoiding being hurt entirely.
Quote
The King Still Stands: Seems narrow to me. Players rarely fight alone, and when they do it's often 1v1.
I missed the "on your own" bit. My bad.
Quote
No Holds Barred Beatdown: Why? It's only better than the standard +2 after you've inflicted a severe consequence, and fights where that happens before you've essentially one are rare. Especially because only very important characters have severe consequence slots.
Good point.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 19, 2011, 10:49:40 PM
Found it on pg 250 (and I believe this is significant enough to have its own post).

Quote
Hey, Billy, can you take a stunt or cast a spell or make an item of some kind that gives you armor against the mental stress caused by casting a spell?
Good question! And no, you can’t. Armor just doesn’t help against stress you inflict on yourself.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 20, 2011, 01:39:39 AM
@admiralducksauce:

Alright, I'll add a context warning.

@ALurker:

Was That Supposed To Hurt?: What I was trying to say is that the damage from a bullet could just as easily be represented as the damage from falling down in order to avoid a bullet. So this could be non-supernatural. Not that it matters, given that I intend to make it useless against things that are too lethal to shrug off when I revise it.

Five-Fingered Discount: Point taken. I think the problems that you mentioned are best handled by GM discretion, so I'll just add a note saying that the difficulty and time taken for theft might not be the same as that for buying. That way, the GM can keep things sane.

Backlash Absorber: Hm. Fine. A pity.

Gunner: Sounds like a level of abstraction I'm comfortable with. Maybe I'll reword it to say "vehicle weapons", just to get rid of the edge cases.

Fireproof: I still don't see how this is any less plausible than Tough Stuff...but this is not the first complaint I've received about it. If another person objects to it, it's gone.

Spell Resistance: I think I'll make this into +2 to dodge instead of armour.

Disciplined Body: A point of Refinement is honestly probably a better choice for most wizards.

Stubborn Faith: Will add a "directly" to make it a little more restrictive.

Do You Like It? I Made It Myself: I'm convinced. I'll make the change.

Attention!: Well, it's only one trapping. You still need Alertness to avoid ambushes and/or notice things.

Excellent Mount: Eh, I dunno.

Everything else: Sounds good.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on October 20, 2011, 02:29:13 AM
Was That Supposed To Hurt?: What I was trying to say is that the damage from a bullet could just as easily be represented as the damage from falling down in order to avoid a bullet. So this could be non-supernatural. Not that it matters, given that I intend to make it useless against things that are too lethal to shrug off when I revise it.

What attacks are 'too lethal to shrug off' given the ability to sprain your ankle after getting 'hit' by a(n attack using a) fully loaded 18-wheeler going 200km/h?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 20, 2011, 02:33:57 AM
Anything that you could not reasonably avoid injury from if it hit (not "hit", really hit) you.

The main reason for this is not realism: it's balance. I've become convinced that Athletics-level defense should not be given to a skill with one stunt purchase. But Weapons-level defense is another matter.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on October 20, 2011, 02:51:04 AM
Anything that you could not reasonably avoid injury from if it hit (not "hit", really hit) you.

So...usable against most things at weapon 1, some at weapon 2, a select few in select circumstances at weapon 3, and almost nothing at all, ever, that's higher?  Depending on how you word that restriction, and how a given table interprets it, of course.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 20, 2011, 03:20:11 AM
Depends on

a) your armour
and
b) your Toughness.

A guy with Mythic Toughness could use this against a tank round.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on October 20, 2011, 04:20:40 AM
again, not having seen the new wording, but just toss in an 'effective', or 'net' before 'weapon rating', and that's the gist of it?

Seems to me it'd have pretty serious fluff problems, and you might want to consider going at it from another angle.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 20, 2011, 04:28:29 AM
Hadn't decided on the wording, and wasn't planning on explicitly including weapon rating.

What fluff issues do you see?
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on October 20, 2011, 04:55:10 AM
You can 'shrug off' a punch to the face by someone wearing brass knuckles, but not a tumble through the gravel forced by evading a fragmentation grenade?
Or, heck, a tumble through the gravel forced by evading that punch, but not an otherwise identical tumble forced by the grenade...
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 20, 2011, 05:37:44 AM
Um, yeah.

Same logic that says a faerie can't use his Toughness against an iron knife by narrating the damage of the attack as from a roll through the gravel caused by his dodge.

I can't think of any thematic issue here not raised by Toughness and the Catch.

It's worth mentioning here that the rules of this game aren't really intended as a simulation of reality. That's why you can narrate things as you please. It's also why you can't narrate your way around the mechanics of the game.

Not sure if those last three sentences made any sense in this context...

Oh, well. I thought they were relevant.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on October 20, 2011, 11:16:48 AM
There seems to be a slight risk with nurfing technically rules legal stunts that more supernatural pc's will choose to ignore stunts all together as stunt like powers can do the same thing more effectively (with just as much flavor). For example the 1 refresh power "couple of seconds ahead" (lore for defense in physical and social) which everything was that 'supposed to hurt' stunts used to do and more (well with different skill trappings). Then again there 'was that supposed to hurt' would probably make more sense as a minor ability anyway without the new limitations. 

I thought the Armour stunt were fine as is a single point of Armour isn't going to nullify anything significant and justification don't need to make physical sense they need to make narrative sense, a person who get attacked often by magic gains a tolerance to it makes perfect narrative sense in my opinion the same with the fire stunts.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 20, 2011, 07:20:12 PM
And that's why I hate A Few Seconds Ahead.

Powers should not be stunts in magic suits. They definitely shouldn't be stunts in magic suits with extra stuff piled on.

When a power and a stunt compete directly, the power wins. Period. (This is why the physical armour stunts are underwhelming.)

This becomes a problem when powers become too stuntlike.

That's why I tried to write up Touch Of Emotion and a few other clearly magical effects as stunts. That turned out to be a mistake, but my intentions were good.

So now I use this principle:

If it looks stuntlike, make it into a stunt. If that isn't possible, make it into a -1 power no stronger than a stunt.

PS: I personally think that the fire stunt makes narrative sense. But the magic one...eh. What exactly is magic, and how does one learn to resist it? Why should getting hit repeatedly with Forzare make you resistant to Feugo? It makes more sense as a boost to dodging. It's more powerful that way, too.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 23, 2011, 01:48:18 PM
Here's another one:

Futuristic Weapons Proficiency: Why is this in the weapons skill? Shouldn't this be guns?
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on October 23, 2011, 03:55:46 PM
I haven't responded due to one major fact.  We aren't writing a rule book.  We're compiling ideas for use in other games.  My opinion of game balance, and everyone else's is never going to truly mesh.  When opinions regarding balance do mesh...you have a great gaming group and should savor that.

Overpowered: matter of opinion; and varies game to game and how responsible the player is. I tend towards being strict and cautious here...seen way too many people who were way too good at stacking and munchkining.  personally my issue is that there is no rule against stunts stacking ...and there should be some guideline or suggested guideline.     

Supernatural: easy fix here.  Make them powers, swap their location.  Or, just leave it as is, let gaming group determine what is too supernatural.  I think removing things from the list is a disservice to those who would have liked to see the ideas listed.  Most people likely house rule hte hell out of this game...and therefore our lists should be no different.

Too weak: same as above, let groups judge this for themselves.

All of that said... I think two things need to be established here.

1. We need to try to be unbiased when compiling lists...think of it as journalistic integrity to present the lists as facts, not opinions.  I'm not saying we can't debate balance or omit things that are just pure OP or crap...but we should try to find a balance.

2.  We are never going to truly agree with wording or balance...add in the fact that this is the internet; we'll be going in circles for this forever.  Debating and arguing/trolling/flaming is half the fun.  We'll only ever establish "close enough".

That said: I'll still be a pain in the ass about game balane as ever and as opinionated as ever...but what I stated above I do believe to be cold, hard fact.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 24, 2011, 01:44:37 AM
I haven't responded due to one major fact.  We aren't writing a rule book.  We're compiling ideas for use in other games.  My opinion of game balance, and everyone else's is never going to truly mesh.  When opinions regarding balance do mesh...you have a great gaming group and should savor that.

Overpowered: matter of opinion; and varies game to game and how responsible the player is. I tend towards being strict and cautious here...seen way too many people who were way too good at stacking and munchkining.  personally my issue is that there is no rule against stunts stacking ...and there should be some guideline or suggested guideline.     

Supernatural: easy fix here.  Make them powers, swap their location.  Or, just leave it as is, let gaming group determine what is too supernatural.  I think removing things from the list is a disservice to those who would have liked to see the ideas listed.  Most people likely house rule hte hell out of this game...and therefore our lists should be no different.

Too weak: same as above, let groups judge this for themselves.

All of that said... I think two things need to be established here.

1. We need to try to be unbiased when compiling lists...think of it as journalistic integrity to present the lists as facts, not opinions.  I'm not saying we can't debate balance or omit things that are just pure OP or crap...but we should try to find a balance.

2.  We are never going to truly agree with wording or balance...add in the fact that this is the internet; we'll be going in circles for this forever.  Debating and arguing/trolling/flaming is half the fun.  We'll only ever establish "close enough".

That said: I'll still be a pain in the ass about game balane as ever and as opinionated as ever...but what I stated above I do believe to be cold, hard fact.
I'm not sure I get your post, first you were advocating not removing anything at all and then you suggest we remove anything that is bad. You are also advocating for trying to be unbiased while admitting being unbiased is impossible. I'm pretty sure everyone already thinks they are unbiased (or admits they might be biased but also believes they're right) and telling them to be less biased isn't going to help anything. Also, shooting for perfection is exactly how one gets close enough. Finally, I'm not really sure why you're are talking about this thread as if we've been having really heated arguments. So far this thread has been quite civil and productive.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 24, 2011, 04:28:48 AM
Futuristic Weapons proficiency could just as easily be in Guns. Really, it makes no difference.

I do try to be objective.

I also try to be careful with stunt power, because I'd like the contents of this list to be the closest thing to canon. If the stunts aren't balanced in all games, then that won't happen.

I'm not sure what to do with the overly-supernatural stunts. I like them too much to ditch them, but I don't know where to put them. Not all of them would make good powers.
Title: Re: Cleaning Up The Stunt List
Post by: Blackblade on October 24, 2011, 04:56:19 AM
Maybe make an entirely new section for the supernatural ones, after all the others.  Include a caveat about how using them might not be kosher in every game, and you should be good.
Title: Re: Cleaning Up The Stunt List
Post by: Tsunami on October 24, 2011, 02:23:33 PM
Quote
Do You Like It? I Made It Myself: A weapon you made yourself is a weapon you know really well. Pick melee or ranged. Use Craftsmanship to make attacks and manoeuvres with weapons of that type that you personally built from scratch.
Just to put in my 2 cents, since i was the one who made this one.

Mechanical Benefits:
Transfers Close Combat OR Thrown Weapons Trapping from Weapons to Craftsmanship. IF using a Weapon crafted by the wielder.

That's one trapping under a specific circumstance.
Totally rules legal.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on October 24, 2011, 03:36:26 PM
I'm not sure I get your post, first you were advocating not removing anything at all and then you suggest we remove anything that is bad. You are also advocating for trying to be unbiased while admitting being unbiased is impossible. I'm pretty sure everyone already thinks they are unbiased (or admits they might be biased but also believes they're right) and telling them to be less biased isn't going to help anything. Also, shooting for perfection is exactly how one gets close enough. Finally, I'm not really sure why you're are talking about this thread as if we've been having really heated arguments. So far this thread has been quite civil and productive.

I think what I want is for people to keep stunts in the list that seem unbalanced and place warning labels on them or something to explain a lack of balance, but to let people use them for inspiration for other stunts in their own games (even bad ideas can inspire good ideas) or use them and throw caustion to the wind.  I more or less wish to say that being unbiased is important but theoretically impossible.  i just want us to look at it from a point of view that we aren't setting rules, just coming up with nifty mostly balanced ideas.  the bad ones (or things percieved as bad shouldn't be removed).

In  regards to the bolded part.  ??? I sincerely did not think anything I wrote would imply i felt that way.  Apologies?  I guess.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on October 24, 2011, 04:12:44 PM
I think any stunt that follows the stunt rules and makes some sense then they are rules ok and come under the scrutiny of the particular gm. I don't think there is as such a mean gaming groups or gm (the deviation is too high for such an average to be meaningful) so balancing stunts for the particular no-existent groups tastes dosen't seem to be that good an idea in my opinion.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on October 24, 2011, 06:04:30 PM
I'm not sure what to do with the overly-supernatural stunts. I like them too much to ditch them, but I don't know where to put them. Not all of them would make good powers.

Put a Must saying something like this stunt cannot be taken with the Plain Mortal template.  Problem solved.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 25, 2011, 12:38:54 AM
Just to put in my 2 cents, since i was the one who made this one.

Mechanical Benefits:
Transfers Close Combat OR Thrown Weapons Trapping from Weapons to Craftsmanship. IF using a Weapon crafted by the wielder.

That's one trapping under a specific circumstance.
Totally rules legal.
You might have meant it that way but that is not what the stunt says. Melee weapons include things that are governed by Fists, which makes it a trapping and a half (or maybe two full, I would have to check). As for ranged bit, you might have meant thrown weapons but you wrote ranged weapons instead, which covers any weapons usable at range including guns.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 25, 2011, 12:45:37 AM
I think what I want is for people to keep stunts in the list that seem unbalanced and place warning labels on them or something to explain a lack of balance, but to let people use them for inspiration for other stunts in their own games (even bad ideas can inspire good ideas) or use them and throw caustion to the wind.  I more or less wish to say that being unbiased is important but theoretically impossible.  i just want us to look at it from a point of view that we aren't setting rules, just coming up with nifty mostly balanced ideas.  the bad ones (or things percieved as bad shouldn't be removed).
If we don't remove stunts we know are bad, then the entire list begins to look rather shoddy and if the entire list looks shoddy people tend to just write it off. We could certainly make a separate list for stunts that could serve as inspiration but leaving them in the main list is a bad idea.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on October 25, 2011, 12:56:35 AM
If we don't remove stunts we know are bad, then the entire list begins to look rather shoddy and if the entire list looks shoddy people tend to just write it off. We could certainly make a separate list for stunts that could serve as inspiration but leaving them in the main list is a bad idea.

Define Bad Stunt without using subjective terms? Bad is relative, relative in Dresden files means according to the table and the gm. The only absolute guideline is the stunt creation rules and even the raw ignores those occasionally. Simply stunts you think are overpowered other people might think are perfectly balanced, a stunt can be bad and good at the same time, so the question stops becoming about the stunts itself but about who is the arbiter of the good.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 25, 2011, 01:11:35 AM
I more or less agree with ALurker here.

There is some ambiguity in what makes a good stunt, but not an infinite amount. So trying to sort out the dreck isn't worthless.

It's not possible to follow the rules legalistically, because as ways and means says they're more like guidelines.

I'm trying to avoid getting rid of stunts completely, since that has the anti-inspirational effects mentioned by Silverblaze. I'd rather add restrictions or reduce bonuses.

Tsunami's proposed rewrite of Do You...etc looks pretty good mechanically, but I do kinda doubt the flavour. Making your own knife wouldn't let you fight with it if you have no skill at knife fighting, would it?

Unless the knife was special somehow...I think that maybe this can be made to work.

But I've grown attached to the modifying version, so I don't think I'll get rid of it even if we come up with a new version.

Anyway, the solution proposed by The Mighty Buzzard for the supernatural-ness problem doesn't help. Pure Mortals had no reason to take the stunts I'm thinking of anyway. And there are mechanical differences between stunts and powers that make mixing them up a poor idea in my opinion.

Ideally, Pure Mortals would be able to take any stunt. But some of those stunts would be pointless, since they'd expand capabilities that a mortal doesn't have.

The problem is more or less just flavour. Some of the stunts don't feel like stunts.
Title: Re: Cleaning Up The Stunt List
Post by: Tsunami on October 25, 2011, 09:22:41 AM
You might have meant it that way but that is not what the stunt says. Melee weapons include things that are governed by Fists, which makes it a trapping and a half (or maybe two full, I would have to check). As for ranged bit, you might have meant thrown weapons but you wrote ranged weapons instead, which covers any weapons usable at range including guns.
I'm pretty clear on the fact that you misunderstood the description... which is why i wrote a totally fluffless explanation.

Quote
Tsunami's proposed rewrite of Do You...etc looks pretty good mechanically, but I do kinda doubt the flavour. Making your own knife wouldn't let you fight with it if you have no skill at knife fighting, would it?

Unless the knife was special somehow...I think that maybe this can be made to work.

Fluff:
Making a good Sword requires you to know what makes a good Sword.
Knowing what makes a good Sword requires a knowledge of how a Sword works.
Knowing how a Sword works requires certain Skill with it.

Sword is just an example here.
It's a bit forced, but then there are a lot of stunts that are like that.
As for the Special Knife. Make it "Weapons you made yourself, for yourself"


In the end i don't really care. Since i only see the stunt list as a source of inspiration in any case.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 25, 2011, 11:46:32 AM
I'm pretty clear on the fact that you misunderstood the description... which is why i wrote a totally fluffless explanation.
So what you're saying is what the stunt means in plain English is not what it is supposed to mean. Just because you didn't write what you meant doesn't mean you can say it means something entirely different from what it actually says and then claim others misinterpreted it.

Fluff:
Making a good Sword requires you to know what makes a good Sword.
Knowing what makes a good Sword requires a knowledge of how a Sword works.
Knowing how a Sword works requires certain Skill with it.

Sword is just an example here.
It's a bit forced, but then there are a lot of stunts that are like that.
As for the Special Knife. Make it "Weapons you made yourself, for yourself"
So the best swordsmith in the world would automatically be the best swordsmen in the world with the swords they made if they had this stunt, even if they had absolutely no skill at wielding any other kind of sword. That doesn't make sense.

Also, knowing how a sword works doesn't necessarily require any skill with it, there is a difference between knowledge and ability. However, knowing how a sword works might give you a minor boost wielding it.

Another example of this, a physicist might know the exact math behind pitching a baseball but that doesn't mean they can suddenly pitch like a pro. It might help them pitch a little better, however.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on October 25, 2011, 12:09:00 PM
So being the best swordsmith in the world would automatically make you the best swordsmen in the world with the swords you made, even if you had absolutely no skill at wielding any other kind of sword. That doesn't make sense.

Also, knowing how a sword works doesn't necessarily require any skill with it, there is a difference between knowledge and ability. However, knowing how a sword works might give you a minor boost wielding it.

Well not without a stunt so not automatically, but a stunt is justification all in itself. Call it training or call it a knack but as long as it is not physically impossible a stunt can help.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 25, 2011, 12:18:29 PM
Well not without a stunt so not automatically, but a stunt is justification all in itself.
It is justification but it is justification that doesn't make sense which is the problem.

I meant with the stunt but I seemed to have failed to write that in, I'll go change that.
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 25, 2011, 02:18:50 PM
What about Craftmanship complementing skill rolls made with weapons you made yourself?  Broaden the application to include every possible weapon, but don't switch the skill trappings.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 25, 2011, 07:26:13 PM
Wow, people have a lot to say about that stunt.

I'll try and come up with a universally-acceptable version later.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on October 25, 2011, 08:45:33 PM
What about Craftmanship complementing skill rolls made with weapons you made yourself?  Broaden the application to include every possible weapon, but don't switch the skill trappings.

I rather like this one.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 01:00:04 AM
Alright, two new versions. Plan is to put both onto the list.

Do You Like It? I Made It Myself: A weapon you made yourself is a weapon that you know really well. When you wield weapons that you built yourself, your Craftsmanship skill complements whatever other skill you use to wield that weapon.

Do You Like It? I Made It Myself: Clever engineering can compensate for a lack of combat skill. When you take this stunt, pick a broad category of weapon. You may make weapons of this category with the special quality that you may wield them with your Craftsmanship skill. Such weapons will often include odd devices and unusual features that make their use very different from that of a normal weapon.

There. Does this satisfy you fellows?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 02:01:06 AM
Over the next few posts, I'm going to be copy-pasting the entire stunt list.

Stunts which are to be removed completely will be coloured red.

Stunts which are to have minor edits made to their wording will be coloured blue.

Stunts which are to be edited in a meaningful way will be coloured yellow.

Stunts which are to be somehow marked as too magical will be coloured green.

Stunts which are to be left unchanged will be coloured black.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 02:20:44 AM
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.
The Advantage Of Familiarity: There are benefits to knowing a place really well. Pick a location or a small neighbourhood. Add two to any Alertness 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.
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. (This does not apply to spellcasting).
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.
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 Notice 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:    

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.
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 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.
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. You may move one zone each turn as a supplemental action without taking the normal -1 penalty.
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 defense rolls against area attacks.
Unhindered Defenses: 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 defense 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 defense 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:

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.
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.
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.

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.
Friends Everywhere: Your network of contacts extends around the world. You never receive a penalty to your contacts skill due to an unfamiliar area.
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.
My Buddy Has One Of Those: Your friends are very willing to let you borrow whatever you need. You may use Contacts instead of Resources for equipment purchases.  Anything acquired this way comes with the aspect "Not Actually Mine."
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.
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.
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.
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.
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:

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.
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.
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.
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.
Shield Of Faith: Your faith protects you from harm. You may use your Conviction skill for physical defence.
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.
Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill to defend in social combat.
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.
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.
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.
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.
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:

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.
Do You Like It? I Made It Myself: A weapon you made yourself is a weapon you know really well. Pick melee or ranged. Use Craftsmanship to make attacks and manoeuvres with weapons of that type that you personally built from scratch.
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.
Innovation Trumps Experience: Teaching yourself sorcery with a background in engineering means not using the “traditional" Crafting methods. The strength ratings of the enchanted items that you create are based off of your Craftsmanship skill.
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.
Bricoleur: 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)") receive a one shift bonus.
Skilled Bricoleur: (Requires Bricoleur) Your creativity at improvising is unparalleled; You take no penalty for having inadequate tools and materials except in extreme circumstances.
Master Bricoleur: (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.
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:

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 your Deceit skill to dodge physical attacks.
Shield of Lies: Your lies run so deep that you almost believe them yourself. You may use your Deceit skill to determine your social stress track.
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.
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.
It's Just Creative Lying: Really, acting is just an advanced form of lying. You may use Deceit, rather than Performance, for the Playing to an Audience trapping, but only when acting.
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.
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.
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.
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.
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.
"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. At the beginning of each session, you may select one action for a certain character to carry out. You may use Deceit for social attacks intended to make that character perform that action.
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.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 02:47:41 AM
Discipline:

Disciplined Body: Your body moves because your mind tells it to. Use Discipline to determine the length of your physical stress track.
Master of the Sight: You are remarkably good at seeing through your third eye. Increase your Discipline and Lore skills by one when using them to interpret or control the Sight.
Spiritual Integration: You get along well with your Demonic Co-Pilot. Increase your Discipline skill by 2 when using it to resist stress from using your Demonic Co-Pilot.
Unbroken Composure: Your mental strength allows you to remain calm when others would be caught off guard. You may use your Discipline skill for the Avoiding Surprise trapping of the Alertness skill.
Focused Fallout: Your spells are hard on the environment, but they're harder on the guys that you hit with them. When you take fallout as a consequence of casting a spell with insufficient control, reduce the power of the spell by two shifts less.
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.
Control The Conversation: Your tremendous self-control gives you tremendous social control. You may use your Discipline skill to determine initiative in a social conflict.
Fearless: You are not easily scared. All attempts to intimidate you suffer a two shift penalty.
Defensive Focus: Your incredible focus makes it easy to avoid the clumsy attacks of your enemies. You may use your Discipline skill to defend against attacks from enemies in the same zone.
Reflexive Shield: Magic is the only defence you need. When you are attacked, you may sacrifice your next action to cast a defensive evocation.
Instinctive Defence: 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.
Landscape Weapon: Within your domain, the earth and sky are nothing more than your weapons. Attacks that you make with the Demesne power are Weapon: 2.
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.
Laser Focus: You find it easy to clear your mind in a stressful situation. When making a Discipline maneuver to create an aspect based on concentration, willpower, or clear thought, add two to your Discipline roll.
I'll Just Ignore You: Counterarguments are a waste of time. You prefer to simply not listen to the people you disagree with. You may use your Discipline skill for the social defence trapping of Rapport.
Mind of Steel: Magical mental influence is useless against your fortress-like mind! Add two to your Discipline skill when using it to defend against supernatural mental attacks.

Driving:

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

Empathy:

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

Endurance:

Tough as Nails: You don’t seem to feel pain the way normal people do. When an opponent tags or invokes one of your consequences in a physical conflict they only receive +1 to their roll. If they choose to reroll, you may lock down one of his dice and leave him only 3 to reroll.
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.
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 armour 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 consequences when facing the stress incurred from using evocation.
Fireproof: You are incredibly resistant to fire and extreme heat in general. You have a natural armour score of 2 against fire.
Effortless Recovery: You don’t just heal fast. You heal easily. You may spend a supplemental action to remove a minor consequence with a Recovery power without taking a -1 penalty to your main action that exchange.
Was That Supposed To Hurt?: You are TOUGH. You don't avoid attacks, you just take them right. Use your Endurance skill to “dodge” attacks.
The King Still Stands: You are the king! An army of commoners is nothing more than fodder for your sword to cut down. When fighting against multiple opponents on your own, you may take two additional mild physical consequences.
Toughness Of Mind And Body: A guy as tough as you has no need to be afraid. You may use your Endurance skill to resist fear.

Fists:

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

Guns:

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.
Long-Range Combat: You're most comfortable when your enemies are a ways away. Add 1 to your guns skill when using it to attack a character at least 2 zones away.
Killer of Many: You have killed a lot of people, but not so many monsters. All of your attacks with Guns inflict two additional stress to Pure Mortals.
Empty Mag Empty Room: (Requires Blaze Away) Sometimes you just have to fire every bullet you have. When you attack with a gun, you may choose to fire every bullet in your gun at once. If you do, each attack you make that exchange gets a +1 bonus.
Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms. Add 1 to the stress inflicted by each attack you make with a gun that you either made or modified heavily.
Personal Arsenal: You own a great number of weapons, and you get new ones all the time. Use your Guns skill instead of your Resources skill when dealing with weaponry.
Scope User: You know how to use a scope. Add two to your Guns skill when using it to make manoeuvres related to aiming while using a scope or laser sight.
Ammo Selection: There are a lot of different types of bullet in the world, and each of them is suitable for a different situation. Given the chance to select and use ammunition appropriate to the situation, all of your attacks with Guns inflict two additional stress.
Sea Urchin Launcher Wielder: You are proficient in the use of the weapons of the Fomor people who live beneath the sea. Add one to your Guns skill when using it to attack with Fomor weapons.
This... Is My BOOMSTICK!: Somehow, talking like an action hero helps you shoot like one. Add one to your Guns skill when attacking with a shotgun, provided you can incorporate a cheesy one-liner in the combat.
Talking With Guns: A guy with a gun and the skill to use it is always scary, even if he's got no charisma at all. You may use your Guns skill instead of your Intimidation skill when threatening someone with a gun.

Intimidation:

Scare 'em Straight: You are a an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add 2 to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).
Bad Cop: Cruelty is more effective when given a basis for comparison. When working together with someone who has the Good Cop stunt, add two to your Intimidation skill.
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.
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.
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.
I Find Your Lack Of Faith Disturbing: Really dedicated people are kind of scary. Add one to your Intimidation skill when using it against someone whose Conviction skill is lower than yours.
Torturer: You have the complete lack of mercy that is needed to torture someone properly. You may use your Intimidation skill to inflict mental stress as long as your target is entirely within your power.
Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for 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.
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.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 02:49:00 AM
Investigation:

Improved Psychometry: Your investigative skills are geared more to the magical than to the mundane. Increase your investigation skill by 2 when using it for the Psychometry power.
Supernatural Detective: You specialize in the sort of cases that most cops don’t even believe in. Add two to your Investigation skill when investigating magic.
Ask Around: Asking the right questions is a big part of being a good investigator. Use your Investigation skill for the Gathering Information trapping of Contacts.
Real Detectives Improvise: Most people need a number of skills to investigate properly, but you seem to do alright without them. When using a skill to investigate something or someone, you may spend a fate point to use your Investigation skill instead. For example, you could spend a fate point to use Investigation instead of Empathy when analysing suspects in conversation.
Make Them Slip Up: (Requires Real Detectives Improvise) You are adept at angering your suspects just enough to make them say something they wouldn't have normally. Use your Investigation skill for the Provocation trapping of Intimidation.
Little Lies: (Requires Real Detectives Improvise) Those who seek the truth tend to lie a lot. Sad but true. Use your Investigation skill for the Falsehood And Deception trapping of Deceit.
It’s Part Of The Job: (Requires Real Detectives Improvise) Sometimes looking like someones else is just part of a detective's job. You may use your Investigation skill for the Disguise trapping of Deceit.
Look Behind You…: (Requires Real Detectives Improvise) Following a suspect is easy; doing it without their knowledge is the trick, and you've got that trick down. Use your Investigation skill for the Shadowing trapping of Stealth.
I Will Find Out What I Want To Know: There's not much point being able to get information from a crime scene if you can't get information from a person. Use your Investigation skill for the Interrogation trapping of Intimidation.
Never Miss A Beat: You are a seasoned investigator, and your keen eye alerts you to danger. Use your Investigation skill instead of your Alertness skill to avoid surprise.
Reading Suspects: Part of being a good detective is knowing whodunit long before anything can be proved. You may use your Investigation skill instead of your Empathy skill when you have at least one piece of evidence indicating that your target is a criminal.
Investigative Reporter: Your writing style depends more upon good research than anything else. You may use your Investigation skill instead of your Performance skill for journalism.
Excellent Journalist: It’s not complicated: you’re just a good journalist. Add two to your Investigation skill when using it to replace your Performance skill.
Specialized Detective: You might not be the most versatile investigator, but you’re good at what you do. Pick a topic. Add two to your Investigation skill when investigating that topic.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 04:43:31 AM
Lore:

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

Might:

Heavy Object Swing: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as melee weapons.
Heavy Object Throw: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as throwing weapons.
Clever Wrestling: You've wrestled against incredibly strong things before and you know how to handle it. When in a grapple with something that has a strength power, halve their power bonus to might and round down.
Power Over Finesse: Your unarmed attacks rely on brute strength rather than on clever technique. Use Might to Attack unarmed.
Chain-Grab: It takes a lot of skill, but it is possible to wrestle two people at once. You may use the rules for spray attacks when grappling.
Master Grappler: (Requires Wrestler) As a result of long training, some actions in a grapple have become instinctive to you. Pick one of the supplemental actions that you may take while grappling. You suffer no penalty for taking that action in a grapple.
Built Like An Ox: You are a solid block of muscle, and that lets you take a lot of punishment. Use your Might skill to determine the length of your physical stress track.

Performance:

Artist: You are an artist, obviously. Pick a genre and a medium. You get a +1 bonus to Performance that for each.
The Complete Performer: An artist needs skills beyond just making art if he wants to be great. Fortunately, you have them. Add two to any skill being used to modify Performance.
Spellsinger: Music is magic, at least for you. You may use your Performance skill for spellcasting control.
Song Of Emotion: Your art has a real impact on the emotions of those who hear it. You may use your Performance skill for the Incite Emotion power.
Playing To Expectations: Being a good actor requires being a good liar. You may use Performance, rather than Deceit, for the Falsehood & Deception trapping.
Jester: You are a comedian. +2 to Performance when using it to make jokes and generally be funny.
Mixed Drinks: Some people paint paintings. Some people carve sculptures. You mix cocktails. Add two to your Performance skill when using it to make alcoholic drinks.
Target Audience: You know your audience. Pick a type of being. When playing to beings of that type, add two to your Performance skill.
Cult Following: (Requires Target Audience) You’ve got the kind of fans that most artists would kill for, and that some are killed by. When dealing with beings within your target audience, you may substitute your Performance skill for your Contacts skill.
Method Actor: A good actor can slip into his role so completely that his original self is consumed. Pick a type of being. You may use your Performance skill instead of your Deceit skill to impersonate that type of being. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
Acting Scary: (Requires Method Actor) Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, you may substitute your Performance skill for your Intimidation skill.
Favourite Subject Matter: You know one subject and you know it really well. Pick a topic. When producing art that pertains to that topic, add two to your Performance skill.
Building Upon The Mood: You know how to use the local ambience to maximum effect.  Any non-attack roll that you make in which an aspect that you created with your Performance skill is tagged or invoked gets a +2 bonus.
Artistic Spirit: You might not actually be much of an artist, but you could have been a great one if your life had gone differently. Your Performance skill is considered to be Fantastic whenever it would complement, restrict, or otherwise modify another skill.

Presence:

Famous: You are very well known. Increase your Presence skill by 2 when using it to determine your reputation.
In Control: People instinctively wait for you to say your piece. You may use Presence instead of Empathy to determine social initiative.
Encouraging Leadership: People feel braver with your support. When leading a group in a social situation you may have your Presence skill complement that of your group.
Authority Figure: You are in charge. Add two to your Presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).
Force Of Personality: Force of will and force of personality aren't really all that different. Use your Presence skill to determine your mental stress track.
Excellent Speaker: Public speaking is an everyday thing to you. Increase whatever skill you use to make speeches by one and don't reduce it if your Performance skill is lower.
Trainer Of The Unit: You can control people better because you trained them. Increase all social skills by two when using them on a character with the Trained As A Unit stunt. This bonus stacks with the one provided by Trained As A Unit.
Stubborn: You don’t give up on an argument easily. You may take 1 additional mild social consequence.
Spin Doctor: You are an expert in social damage control. You may take 2 additional mild social consequences as long as you have an audience.
Pretty Fly For A Dead Guy: It’s not easy to pull of the “decomposing carcass” look, but you manage it somehow. Ignore two shifts worth of social penalties from Living Dead.
Regal Attitude: You understand how to be powerful, which is much more difficult than it sounds. As long as you are in a position of obvious power, add one to your Presence and Intimidation skills.
The Opinions Of Your Sort Are Irrelevant to Me: You just don’t really care about what certain beings have to say. Pick a type of being. You have armour: 1 against social attacks from that type of being.
Respect The Power: You have an inherent advantage in social conflict because of your personal power. When dealing with people who have exceptional reason to respect your authority (like cult members for a cult leader or bureaucrats for a politician) add one to all of your social skills.
Protected By Prejudice: The preconceptions of others make it difficult for them to act against you socially. Choose a common (but not universal) prejudice, like “the elderly should be treated with respect”. As long as that prejudice applies, you have armour 1 against all social attacks. This bonus stacks with other sources of social armour.
Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add one to all of your social skills when at work.
Social Weaponry: The right gear can make a lousy point seem brilliant. Pick an item and a social skill. As long as you possess that item, all social attack that use that skill inflict two additional stress. Don't pick a pair that makes no sense, please.
Welcome To My World: In your domain, you are more confident and people treat you better. Pick a place. Add one to all of your social skills when in that place.
Bolstered Presence: A person with some minions is always more powerful-seeming than someone with none. Add two to your Presence skill as long as you have some subordinates around.
Presence Of The Alpha: You look exactly the way an alpha male should. Add two to your Presence skill when using your physical appearance to impress people.
Animal Magnetism: Your natural charisma and confidence carry over to the animal kingdom. You may use your Presence skill for the Animal Handling trapping of Survival.
Minions, Attack!: (Requires Minions) You might not be good at fighting people, but you sure know how to point at a target. This stunt allows you to treat your minions as weapons rather than as independent characters. Minions are wielded with the Presence skill. The weapon rating, range, and other traits of a group of minions depends on their numbers, quality, and equipment.[/b]
Minions, Defend! (Requires Minions, Attack!) Your loyal minions defend you capably. As long as you have minions present, you may use your Presence skill to defend against physical attacks.
Coordinated Attack (Requires Minions, Attack!) Your expert leadership helps your minions hit their targets. Add one to your Presence skill when using it to attack with your minions.
Morale Boost (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions.
Human Wall (Requires Minions, Defend!) As long as your minions are around, you're safe. Even in the center of a battlefield. Add two to your Presence skill when using it to defend against physical attacks.
I Do What I Want: You don't take no orders from nobody. You have social armour 1 against social attacks phrased as commands.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Presence. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Presence skill.

Rapport:

Blank Face: Your facial expression doesn't reveal anything. Increase your Rapport skill by 2 when using it to defend against an Empathy "read".
Everybody's Buddy: People like you. Use Rapport instead of Contacts for the Knowing People or Gather Information trappings.
Poker Face: You are an absolute master of politely revealing nothing. When Closing Down, your intentions aren't obvious until your opponent beats your Rapport.
Good Cop: Kindness is more effective when given a basis for comparison. When working together with someone who has the Bad Cop stunt, add two to your Rapport skill.
My Crowd Likes Me: You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Increase your Rapport skill by two when dealing with that type of being.
Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when there's money at stake.
Suave: You are gifted at talking your way past people – you may use Rapport for the Brush-Off trapping instead of Intimidation. Rapport-based Brush-Off attempts give the target with more of a "starstruck" attitude than "intimidated."
Redirected Conversation: You argue the way a judoka fights. When you successfully defend against a social attack with Rapport, you may sacrifice your next action to place a temporary aspect on the attacker.
Pitiful: Man, I feel sorry for you. Add two to your Rapport skill when making maneuvers to create aspects based off of pity.
Interviewer: You have been trained to ask effective questions. Add two to your Rapport skill when using it to extract information.

Resources:

Wealth Beyond Imagination: You're not just wealthy, you're RICH. Add two to your Resources skill when using it to buy things that an ordinary person would consider too expensive to buy.
Licenses for Everything: You have a licence, real or fake, to own everything under the sun. If the difficulty of the Resources roll made to acquire something would be increased due to legal restrictions you may ignore up to 2 shifts worth of increased difficulty.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. If the difficulty of the Resources roll made to acquire something would be increased due to item rarity you may ignore up to 2 shifts worth of increased difficulty.
Prized Possession: You own something well above your income level. You may select a single item with a value up to your Resources skill +2 and add it to your starting gear.
Access Pass: You have access to excellent scientific facilities as part of your job. You can use, but do not own, a library and workspace of Superb quality.
My Wallet Has A Lot To Say: You know how to use your money socially. Add two to your Resources skill when using the Money Talks trapping.
Professional Gambler: Your funds at a given time are determined by chance more than anything else. Whenever you roll Resources, flip a coin. If heads, add two to your roll.
Arsenal: You have access to an impressive supply of weaponry. Resources checks made to obtain weaponry get a two shift bonus.
Improved Arsenal: (Requires Arsenal) You have access to an armoury better than that of some national armies. Ignore all legal restrictions when purchasing weaponry.
Money Talks: For some bizarre reason, everyone wants to talk to the guy who hands out money. Use Resources instead of Contacts for Gathering Information.
Treasure: Your resources are rather old-fashioned: where most people have stocks and bonds, you have gold and jewels. Add two to your Resources skill when using it to buy or already own gold, jewels, and other such things.
Sponsored Resources: You have a powerful patron who will sometimes let you borrow money and goods. When you take this stunt, select an entity or organization of great wealth to be your sponsor. Once per session, you may add four to your Resources skill for a single roll as long as that roll somehow benefits the agenda of your sponsor. If you do, you take a point of sponsor debt as if you had used Sponsored Magic.
Glitterati: Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 05:14:41 AM
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 and 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.
Notable Scholar: You are known for the quality of your work. You may use scholarship instead of presence to determine your reputation.
Expert Appraisal: Through long experience you have developed an excellent sense of what things are worth. Increase your scholarship, investigation, or lore skill by 2 when using it to determine the value of an item.
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.
Gamer: You are very good at playing games. Whenever you use a skill to play a game, increase it by one.
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.
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.
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.
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.
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.
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.
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.

Stealth:

Sneak Attack: You prefer to attack by surprise. When preparing or carrying out an ambush, add two to your Stealth skill.
Deadly Shadows: It's easy to kill someone who can't see you, regardless of your skills. When attacking a character that cannot see you, you may use Stealth to attack instead of Fists, Weapons, or Guns.
Traceless: You don’t seem to leave footprints. The difficulty to track your movements is 2 shifts higher.
Among The Seaweed: You are a master of submersible subterfuge. Add two to your Stealth as long as you are at least partially underwater, and the difficulty of moving stealthily through water-based borders is reduced by two.
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:

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.
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.
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.
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.
They're In the Trees: Basic wilderness survival includes a great deal of stealth. Roll Survival instead of Stealth for hiding and setting ambushes and traps outdoors.
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.
Maelstrom-Weathering Indifference: Let the lightning bolts flash. They can't hurt you. Add two to any roll that you make to resist environmental attacks.
Frontiersmen 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.
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.
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:

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.
Weapon Focus: You've trained to use a specific type of weapon. Choose a type of weapon. Add one to your weapons skill while wielding 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.
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.
Lasso: You may make manoeuvres and attempt grapples with a lasso. A lasso has a range of one zone and is controlled with the Weapons skill.
Backstab: You aren’t so much a warrior as an assassin. When attacking an unaware target, you may spend a fate point to inflict 4 additional stress with an attack.
Hidden Weapons: Your knowledge of weapons helps you conceal them. Use your weapons skill instead of your deceit skill to conceal weaponry.
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.
Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with the Weapons skill ignore 2 points of armour rating.
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.
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 defence 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 defence 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: (Requires Quick Draw) 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.
Bows Are Weapons: They totally are. You may use your Weapons skill to wield bows, including crossbows.
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.
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).
Know Your Blades: As a result of advanced training, you are able to recognize many styles of combat, using Weapons as a knowledge and perception skill focused on fighting. This enables you to make assessments and declarations related to fighting styles and fighting culture using your Weapons skill. Such rolls are made at +1.
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.
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.
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.
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.
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.
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: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 05:48:44 AM
In case it isn't obvious, I really want feedback here.

I want feedback the way a cancer patient wants to not have cancer.

Okay, maybe not quite that much. Point is, I really want feedback.

So if there's anything that you think is inappropriately coloured, say so. And don't be afraid to ask what changes I intend to make and why.

PS: The yellow stunts vary greatly in the level of change that can be expected. Some just need a bit of clarification, others will be completely rewritten. In retrospect, this colour is too broad and I should have split it into two or three. Ah well, we live and we learn.
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 26, 2011, 02:07:30 PM
Quote
The yellow stunts vary greatly in the level of change that can be expected.

But they don't vary in how eye-bleedingly horrible they look against the page background.

Can you edit the yellow into something - anything - else?  :)
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 26, 2011, 03:41:28 PM
But they don't vary in how eye-bleedingly horrible they look against the page background.

Can you edit the yellow into something - anything - else?  :)
Highlighting makes them readable but I agree that a change in color would be nice. Purple would likely be a good choice since it is half way between blue's minor edit and red's delete (not to mention that it is actually readable without highlighting it).

@Sanctaphrax: What do you intend to change Wealth Beyond Imagination into? I really can't see how it can be saved.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 05:13:16 PM
About the colour: I could edit it, but it would be a fair bit of work. How big a deal is this? That is to say, would this change whether or not I get feedback?

About Wealth Beyond Imagination: My plan was to make the "too expensive to buy normally" restriction meaningful. Something like:

Wealth Beyond Imagination: Fluffity fluff fluff. When attempting to buy something with a difficulty to purchase greater than your Resources skill, add two to your Resources skill.

That way, it doesn't help protect you against bad buying rolls on non-huge purchases.

Odds are that this will apply to more than half of all purchases, but since Resources does have some other trappings I figure that it's reasonable. In my experience, those other trappings actually do matter.

Thoughts?
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 26, 2011, 06:10:40 PM
About the colour: I could edit it, but it would be a fair bit of work. How big a deal is this? That is to say, would this change whether or not I get feedback?
All you need to do is copy the text to a text document, then find and replace =yellow with =purple.
Quote
About Wealth Beyond Imagination: My plan was to make the "too expensive to buy normally" restriction meaningful. Something like:

Wealth Beyond Imagination: Fluffity fluff fluff. When attempting to buy something with a difficulty to purchase greater than your Resources skill, add two to your Resources skill.

That way, it doesn't help protect you against bad buying rolls on non-huge purchases.

Odds are that this will apply to more than half of all purchases, but since Resources does have some other trappings I figure that it's reasonable. In my experience, those other trappings actually do matter.

Thoughts?
Too powerful. If someone has the Lush Lifestyle stunt then this will apply to pretty much every single roll.

Also even without Lush Lifestyle this stunt is too powerful since it helps you on everything but the things you are least likely to fail on. If you're rolling for your Resources-1 (which you could get without rolling if you had justification but if you don't have justification it is the lowest you need to roll for) you would need a -2 or worse to fail, which is only an 18.52% chance. If you're rolling for your Resources you need a -1 or worse to fail, which is only a 38.27% chance.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on October 26, 2011, 06:20:10 PM
If someone has the Lush Lifestyle stunt then this will apply to pretty much every single roll.

Possibly but then that is 2 stunts (refresh) for a +2 which seems balance by my book, if you allow the stunts to stack at all (which I personally would it not being a combat ability).   
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 26, 2011, 06:35:19 PM
Possibly but then that is 2 stunts (refresh) for a +2 which seems balance by my book, if you allow the stunts to stack at all (which I personally would it not being a combat ability).
Lush Lifestyle and WBI aren't the equivalent of +2 to resources for 2 stunts. With Lush Lifestyle, WBI is a +2 for everything rolled and Lush Lifestyle also provides it's own 2 shift effect.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on October 26, 2011, 06:39:54 PM
So don't let them stack in your games, insist if someone is going to use WBI it is only when buying something rather than declaring they have something (lush lifestyle effect).
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 26, 2011, 06:46:32 PM
So don't let them stack in your games, insist if someone is going to use WBI it is only when buying something rather than declaring they have something (lush lifestyle effect).
That's how it already works. If you are using Lush Lifestyle you don't have to roll for something equal to your resources. Otherwise you are rolling for higher than your resources and get a +2. It is not like you would often be rolling for something that you have absolutely no need to roll for since you can just declare it.

Edit: Also see my point about chance of failure in the first post your responded to.
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 26, 2011, 06:50:19 PM
All you need to do is copy the text to a text document, then find and replace =yellow with =purple.

And all I have to do is manually highlight the text to read it.  I'll cowboy up and drag my mouse around, no worries here.  But I did want to point out your horrendous color choice, Sanctaphrax.  :)
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 26, 2011, 07:14:33 PM
It is a deterrent for me since scrolling over it makes my headache worse (my brain reflexively scans it) and if I don't want a worse headache, I either have to highlight it all at once or not read it.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 07:32:14 PM
Alright, I'll change the colour.

Is there an easy way to find and replace, or do I have to Ctrl-F/delete/Ctrl-V my way through the entire text?

I dunno about Wealth Beyond Imagination. Will think about it.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 26, 2011, 07:51:28 PM
Is there an easy way to find and replace, or do I have to Ctrl-F/delete/Ctrl-V my way through the entire text?
Ctrl-C it to a text editor and then use either Ctrl-R or go over to the replace tab after using Ctrl-F (it depends on the editor). Also most editors have a replace button in a menu at the top of the page.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 26, 2011, 08:11:59 PM
Sportsman: Sports are your life. Pick a sport. You may use Athletics with a +2 bonus to play that sport.
That one should probably be in green. One sport is way to specific a circumstance for just a +2, it should be a +3 or +4.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 26, 2011, 08:16:44 PM
Done.

The more I think about my rewrite of Wealth Beyond Imagination, the less I like it. It's just crude and inelegant. I'm not so bothered by ALurker's problem with it, but I still don't like it.

How would people feel about making it into a +2 to buy things that are not illegal?

Green doesn't mean underpowered, it means overly supernatural. Underpowered would be yellow.

I'm actually kind of conflicted about Sportsman. Its usefulness depends so heavily on the campaign its used in. Heck, it could be overpowered in a game where the players are a pro sports team.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 26, 2011, 08:43:33 PM
Done.

The more I think about my rewrite of Wealth Beyond Imagination, the less I like it. It's just crude and inelegant. I'm not so bothered by ALurker's problem with it, but I still don't like it.

How would people feel about making it into a +2 to buy things that are not illegal?

Green doesn't mean underpowered, it means overly supernatural. Underpowered would be yellow.

I'm actually kind of conflicted about Sportsman. Its usefulness depends so heavily on the campaign its used in. Heck, it could be overpowered in a game where the players are a pro sports team.
The whole +2 to things that are not illegal doesn't really match Wealth Beyond Imagination's fluff or name, at that point you might as well just call it a new stunt. I would suggest calling it something like Clean and Crisp Dollars Bills. As for whether it is balanced, I'm not sure.

As for Sportsman, I did indeed mean purple (unless we're only talking about Magic Johnson ;D). As for your comments on its power, the same could be said for any "very, very narrowly defined situation." I would have to disagree about it being unbalancing if the players are a pro sport team, since all pro sports players should have a stunt like this one (they have pretty much dedicated their lives to the game after all).
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 26, 2011, 09:00:59 PM
Quote
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. (This does not apply to spellcasting).

Needs the situation narrowed a little bit before I'd be happy with it.  Right now this applies to social conflicts, gunfights, fistfights, car chases, anything where you might create a block to protect someone.  At least narrow it to physical or social conflict.

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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.

Would prefer to move the "noticing stuff" trapping from Alertness to Driving when in a car.

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Excellent Mount: You are very good at carrying other people. Add two to your Athletics skill while being ridden.

Not only is this stunt weird as hell, it also defies logic by making you faster when you carry more weight.  I just don't like it on an instinctual level.  Despite that, I say keep it in the list precisely because it's so out-of-the-box that it hopefully will act as an inspiration for others.

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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”.

You may use Burglary to make Declarations about having an item.  The GM may assign the Aspect "Stolen Property" to whatever objects/animals/whatever come into play through such a Declaration, however.

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Friends Everywhere: Your network of contacts extends around the world. You never receive a penalty to your contacts skill due to an unfamiliar area.

Penalties to Contacts rolls from being in an unfamiliar area are reduced by two.  I am not a fan of blanket "no penalties ever!" stunts.

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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.

I don't see what the deal is with this one, honestly.  It's got a possibly-gameable-but-probably-okay usage restriction, only applies to Conviction, and is only a +1.  Oh wait.

You should add the caveat "does not apply for the purposes of determining maximum spell power, you sneaky bastard wizards."  :)

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Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill to defend in social combat.

I don't mind this one either as long as it's got a sufficient usage restriction.  Right now it IS too broad.  I'm not sure how to word this, but if it applied against attacks that threatened the source of your conviction, that'd be okay in my book.  Someone attacking Jack Bauer by tearing down his belief in his country?  Yeah, I could see Jack using Conviction to defend there.  But if they went and dragged him through the mud for, say, sleeping around?  No, he wouldn't be able to use Conviction to defend.

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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.

I don't think this needs to be a stunt.  A clever Powerpoint presentation is a Deceit or Scholarship maneuver that places "Clever Powerpoint Presentation" available for tagging on a subsequent Deceit roll.  Meh.  OTOH, I don't see anything horribly off about it either, except for it being very similar to the one Deceit stunt about incorporating a relevant and obvious truth.

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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.

Isn't this kind of like Salesman?  :)  I'm just saying there are a lot of +2 effect Deceit stunts floating around here that cover most all of the stuff someone with a high Deceit would be doing anyway.

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Feint: They think thought they had you, but they thought wrong. You may use your Deceit skill to dodge physical attacks.

Ugh.  This lacks a usage restriction and has a lot of the same logic problems that befall "I Made This Myself" that we've already discussed.  I would rather this be "Your Deceit complements skills used for physical defense".  Either that, or something with a better - OR ANY - restriction.  :)   "You may roll Deceit to defend against physical attacks provided you were able to engage your opponent in conversation on your previous action."  In most cases, gunfire makes normal conversation very difficult.

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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.

"Oh, I'll just make a 'sparkly vampire' form and have an instant +2 Deceit!  My GM will NEVER suspect me of rampant bullshittery."

Ugh.  This one should be green or something anyway, shouldn't it?  It's not really a Pure Mortal ability.  Anyhoo, I'd posit that this should be moved to Rapport at any rate if one were to already have Mimic Form.  Mimic Form already grants +4 Deceit.

In fact, this stunt is basically just half-price Mimic Form - and looking at it like that, it should share the same material requirements IMO.

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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.

You could chain a bunch of maneuvers together and then basically double their value.  This might be overpowered... maybe.  But then there's Dirty Fighter, the Fists stunt that gives a +3 for tagging opponents' Aspects.  Eh... I'd allow this one because it IS limited to Aspects you yourself created.

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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.

Needs a restriction, but for the life of me I can't think of one.  Maybe this stunt is useful so long as your attacker hasn't gotten a read on you this scene (Empathy trapping)?

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"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.

I kinda like this one. (http://www.youtube.com/watch?feature=player_detailpage&v=9tgxIWgJ_DE#t=98s)

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Defensive Focus: Your incredible focus makes it easy to avoid the clumsy attacks of your enemies. You may use your Discipline skill to defend against attacks from enemies in the same zone.

AKA all melee and point-blank gunfire?  This is as ridiculous as the Conviction one up above.  HI'd use my fallback tactic of allowing Discipline to complement defense rolls.  Another option might be to restrict it to facing single opponents in one-on-one combat.  Like a duel.

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

I like this one too. (http://www.youtube.com/watch?feature=player_detailpage&v=9tgxIWgJ_DE#t=98s)  Maybe wizards are badass enough, but this stunt matches how I always saw Harry's defensive magic working.  He'd always interpose his shield bracelet just in time, you know?  I would allow it in my (admittedly wizard-light) game, but I'll defer to those of you with more experience getting your games broken by optimized spellcasters.

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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.

If the situation made sense, I'd allow this without a stunt.  Usually such a situation would be one where there wasn't an audience to sway.

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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.

I think this one's pretty lame.

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Tough as Nails: You don’t seem to feel pain the way normal people do. When an opponent tags or invokes one of your consequences in a physical conflict they only receive +1 to their roll. If they choose to reroll, you may lock down one of his dice and leave him only 3 to reroll.

What's the issue with this one?

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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.

Again, like the similar stunts above, I would allow a stunt where Endurance complemented physical defense.

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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.

I think perhaps the restriction could be modified to be "pick a type of organized and structured combat (MMA, boxing, Unseelie Accord-regulated duels).  When participating in such an event you may add 1 to your Fists skill."

I also think it could apply to Weapons or even Guns, for the high noon quick-draw showdown.

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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.

I don't like this one instinctively.  It feels exploitative, although I can't put my finger on it.

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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).

This one depends a lot on GM/group accepting what's legal for area attacks.  I know spray attacks are reviled around here, but IMO area attacks are the realm of magic, explosives, and possibly suppressive automatic fire (aka a maneuver or block, not aimed attacks).  However, I've got no beef with you if you allow Weapons / Guns / Fists to attack zone-wide at -2.  The mechanics have definite precedent and if you're running a high-power game like that, rock on.  \m/

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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.

I think if you just reworded "recently" to "in the same scene", that would be specific enough for me.

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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.

I don't like halving the other guy's bonus.  It's a variable effect and I'd prefer to boost the stunt owner rather than penalize the opponent.  What if the condition wasn't "has a strength power" but rather was a specific grappling action?  "Add two to your Might rolls when defending against a grapple attempt"?  Does that work or is that too far afield from the original text?

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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.

"My job is a Monster Hunter!  Gimme that bonus bitches!"

"I don't really have a day job."

"My job is a mob hitman!"

I'd nuke this one.  Disregarding the lack of restriction on what qualifies as a "job", people who take their jobs really seriously are annoying, not sociable.  Perhaps... perhaps, if the stunt was reworded to be "Add one to your Rapport rolls when interacting with someone with the same or decently similar job as you".

And I'd call the stunt "Commiserate".  :)

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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.

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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.

I am okay with both of these, provided they are properly restricted.  I wanna say "where logic and reasoning make a valid argument", but that's almost as vague as not having a restriction.  I've allowed a PC to spend a FP to use Scholarship in just this fashion before, so I'm not against it.  It just needs some limitations.

I would rename the attack stunt to "Occam's Razor" to reflect the "attack" nature, or possibly "The Only Logical Conclusion".

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

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.

Weapon Focus should only affect attack rolls.  You've got Weapon Mastery for the defense side of things, and Focus only affecting attack rolls is more keeping with the D&D spirit anyhow.  :)

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

Just have this be "Use Survival to make physical attacks while riding an animal."  This way you can cover cowboys and knights at the same time.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 27, 2011, 04:01:16 AM
@ALurker:

I guess it is kind of a new stunt now. Oh well, I like it better this way.

As for Sportsman: a stunt that everyone has to have is essentially a broken stunt by definition. Which is probably the biggest problem with running DFRPG: Pro Baseball. But whatever, that's not exactly an eventuality I should be worrying about.

I'm actually leaning towards ditching Sportsman entirely. It's never really balanced and it seems more interesting to me to have athletes taking a variety of stunts to cover the various aspects of their sport. I don't think we'd lose much in inspiration value by ditching this.

Thoughts?

@admiralducksauce:

First of all, thanks for the excellent response. Will reply point-by-point next post.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 27, 2011, 04:47:47 AM
Protector: Agree. The plan is to make it apply only to blocks made with a single skill. Obviously, this will involve moving the stunt out of Alertness.

Traffic Watcher: Not a bad idea. Still raises the odd question of how exactly being in a car helps you see, though.

Excellent Mount: Agreed. If anyone has a better idea for a mount-based stunt, I want to hear it. I'd like to keep the inspiration value while losing the WTF-ness.

Five-Fingered Discount: That would also work. Might as well put both versions on the list.

Friends Everywhere: That's the plan.

Sanction: It's not just that. There's also my irrational hatred for this stunt. I don't like it and I don't know why. If people could explain what makes it good/bad in their eyes, that might help. It'd help me avoid arbitrary decisions.

Shield Of Dogma: Was thinking of putting the same restrictions on it as the default Rapport defence. What do you think of that?

Data Manipulation: Point. Might as well get rid of this one. If anyone wants to keep it, let them speak up.

Con Man: They are very similar. And yes, there are a lot of Deceit stunts that basically give +2 to everything most of the time. This has gotta change.

Feint: I was thinking of requiring a supplemental action per opponent for each exchange that you want to use this on. That would represent you making an effort to confuse and misdirect them. Would that make it better? What if it had a prerequisite allowing physical blocks with Deceit?

Wearing An Extremely Trustworthy Face: The sparkly vampire BS you speak of was actually the intended use of this stunt. In retrospect, a bad idea. But I think the basic concept has potential.

Founded Upon Lies: I don't like this one for a few reasons. One is that aspects are generally equal and should remain that way. Another is that it involves too much bookkeeping. Another is that it might be broken. Another is that it boosts skills other than Deceit. Another is that it can give +2 to attacks. Bottom line, this needs a total rewrite.

Defensive Lies: Was thinking of copying Rapport defence with this one too. Rapport defence is broad, but not quite universal, so it kind of includes its own usage restriction.

"Honest" Lawyer: Thanks, but it still needs a nerf to fit with the equivalency between social and physical combat that I am now pushing. I think I'll restrict the bonus to maneuvers.

Defensive Focus: Yeah, this needs a different restriction. Not sure what sort of restriction, though. Maybe I should just bin it.

Reflexive Shield: I like this one too, but it makes me nervous. Was hoping that someone who had used it would say it was fine.

I'll Just Ignore You: I allow Discipline to defend against Intimidation and some Rapport already. This would expand that to the broadness of Rapport defence, like most of the other social defence stunts on this list. My experience with debating suggests that ignoring someone classily enough can work on an audience.

Bartender's Ear: It's not setting the world on fire, I admit. But I don't think it's bad enough to ditch.

Tough As Nails: I think the social version from YS only works against tags to boost attacks. So this should be the same.

Was That Supposed To Hurt?: It'll be getting a restriction, as Tedronai and I discussed earlier in the thread.

Competition Fighting: Eh, not a bad suggestion. Will consider.

Brutality: If you ever manage to put your finger on it, I'm listening.
 
Storm Of Punches: I really think that zone attack stunts should exist, with restrictions. Like "must be using a weapon large enough to cover at least one quarter of the zone" or "must be using a fully-automatic weapon". Because if they don't exist, then magic is so much better than everything else (save explosives) against mobs that it isn't even funny. But if they don't have restrictions, they're too powerful. So I'll be trying to think of a restriction for this. If I can't find one that makes sense, I'll just make it into a spray attack stunt. Though I think we might already have one of those for Fists...

Threats Of Violence: Sure.

Clever Wrestling: Yeah, I don't know what I'm going to do with this one.

Professional Attitude: Will be altered so much as to be unrecognizable.

Master Of Riddles: Need to define exactly what Scholarship attacks do. Otherwise I think it's pretty much fine.

Pre-Prepared Counterpoint: Rapport defence trapping for this one as well. Since Scholarship normally has no social defence trapping at all, I think I might also require a bit of prep work.

Weapon Focus: Would you believe that this stunt was only ever intended to boost attacks? (Unless I misremember). I wrote it wrong, and it's been sitting around like that ever since.

Mounted Combat: Not a bad idea, but a) my mounted combat rules already allow you to use a Survival attack when running someone down with your horse and b) would rather not transplant multiple skills at once.
Title: Re: Cleaning Up The Stunt List
Post by: Arcane257 on October 27, 2011, 06:38:21 AM
Reflexive Shield: I like this one too, but it makes me nervous. Was hoping that someone who had used it would say it was fine.

I really like this one and I think it helps fill in a missing gap from the novels well. A friend of mine may be running a one shot soon I will see if I can play test it for you and see if we notice any problems.




Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 27, 2011, 01:13:54 PM
Brutality: If you ever manage to put your finger on it, I'm listening.
I don't know about him but I just realized another two problems with it. It completely violates the you-get-to-choose-your-own-consequences section of the rules and there are a whole host of problems with violating that. It also allows one to inflict mental or social consequences using a physical attack.

Edit: It also allows one to skip right to the higher consequences which wouldn't normally be possible since a player is allowed to use multiple lower level consequences instead of taking a higher level consequence.

Edit: And it allows one to inflict an Extreme Consequence against their will.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on October 27, 2011, 02:04:33 PM
I re-read the stunt rules and there is no rule that all skill trapping stunts need to have a usage limit on them other than effecting a single trapping, in fact if you look at examples from the book.   

Footwork: You’re fast on your feet and have
been in enough fistfights to know how to make
yourself a hard target. You may use Fists to
dodge attacks instead of Athletics, in all the
circumstances where Athletics might apply
(page 121). Your Story

You can see that the stunt is a direct swap of trappings with no limitations beyond the trappings in the first place. I think that mostly skill swapping is fine without a limitation as long as it makes some kind of sense and isn't too supernatural (when it can become a power which does the same thing).

So in my opinion a stunt like the one below would be perfectly balanced.

War Dance/Fancy Footwork (performance): You are light on your feet and know how to use your graceful movements and perfect balance to dance out the way of your enemies attack and make your self a hard target. You may use Performance to dodge attacks instead of Athletics, in all the circumstances where Athletics might apply.

Also if you look at all the social stunt examples in the books that give a bonus they all involve +2 (Sex Appeal, Personal Magnetism, Infuriate, You Don’t Want Any of This, social graces, won't get fooled again etc) which seems to imply that the +1 to attacks is a rule meant for physical conflict rather than the other types of conflict. Now you may disagree with the balance of stunts in the book but I use them as a framework and as what to balance against so think +2 social stunts are ok in my opinion. 
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 27, 2011, 02:18:51 PM
It completely violates the you-get-to-choose-your-own-consequences section of the rules and there are a whole host of problems with violating that.

YES.  Thank you for putting that into words.  It also bypasses the stress track, which means it also bypasses most of a Toughness power's utility.

It's salvageable, though.  Make the stunt require a FP and/or make it useful once a scene.  Don't allow the attacker to choose the consequence.

Brutality 2.0: Once per scene (and/or for a FP), on a successful attack you may force your opponent to take a consequence.  This forced consequence reduces the incoming stress normally, and any stress remaining must be soaked through marking stress boxes or by taking additional consequences.

Not sure if I worded that well, but my idea is basically that you say your opponent must take a consequence as part of their damage management strategy for this attack.  That seems kosher to me, especially by limiting it to once a scene and/or for a FP.
Title: Re: Cleaning Up The Stunt List
Post by: wyvern on October 27, 2011, 07:10:42 PM
You can see that the stunt is a direct swap of trappings with no limitations beyond the trappings in the first place. I think that mostly skill swapping is fine without a limitation as long as it makes some kind of sense and isn't too supernatural (when it can become a power which does the same thing).

Nope.  Footwork is actually a limited swap.  Why?  Because the fists skill can *already* defend against melee attacks (or, depending on your gm, some limited categories of melee attacks).  So the stunt adds, at most, defense against ranged attacks (& perhaps defense against weaponry based attacks, if your GM doesn't let fists defend against those to start with.)
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 27, 2011, 08:23:30 PM
Thanks, Arcane.

Anyway, wyvern is right about Footwork. For further support of my position, see the bit in YS about the development of a Guns dodging stunt.

I also use the canon stunts as a framework. But when the rules and the examples conflict, I think we should go with the rules. And last time I checked the rules said that attacks were limited to a +1 bonus from stunts. No mention of physical/mental/social differences.

Which is bad news for Infuriate and maybe Sex Appeal. I think the other stunts you mentioned should be fine, though.

Really don't like the new version of Brutality, for reasons I won't get into right now. But I'm starting to see some of the problems with the current version. Let me go down them one by one:

-It violates the "choose your own consequences" thing. I'm still not sure why this is a problem.
-It can inflict mental and social consequences. Bad writing, sorry.
-It bypasses the stress track. Bad writing, sorry.
-It lets you skip the lower levels of consequence. Not sure exactly why this is a problem.
-It can inflict extreme consequences. I'm torn on this one. On one hand, you can already do this by taking someone out. On the other hand, extreme consequences should be somewhat sancrosant. Will think about this.

The original idea was to make it possible to deliberately cut a guy's arm off in a fight. I figured it'd be balanced since you pretty much have to take a guy to use it (yes I know I screwed that up by letting it ignore the stress track) which would let you freely inflict consequences anyway.

PS: @ways and means: "In accordance with the rules" is not the same as "perfectly balanced".
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 27, 2011, 09:10:16 PM
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It violates the "choose your own consequences" thing. I'm still not sure why this is a problem.

Because the victim chooses their consequence.  It's... it's just part of the player's rights, and I don't think it should be taken away because of special powers.

Forcing a certain level of consequence is much more palatable than forcing the NAME of a consequence upon the victim.  IMO, if you want to cut a guy's arm off, you Take him Out.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 28, 2011, 01:01:05 AM
-It violates the "choose your own consequences" thing. I'm still not sure why this is a problem.
Because a smart person would create aspects that compel the other person and give you a lot more of an advantage in combat than a +2 tag. Also see the bit about about player rights. To quote you from the Forcing Realistic Consequences thread "Most people lack consequence tracks partly because they aren't that invested in the fight" and with this stunt you are forcing people to be that invested in the combat no matter if they want to be or not.
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-It lets you skip the lower levels of consequence. Not sure exactly why this is a problem.
Because normally someone can take multiple lower level consequence instead of a higher level consequence if they don't want to be severely impeded.
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-It can inflict extreme consequences. I'm torn on this one. On one hand, you can already do this by taking someone out. On the other hand, extreme consequences should be somewhat sancrosant. Will think about this.
Yes, but you have to take someone out to do that, if you give them an extreme consequence in the middle of combat, they might as well already be taken out.
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The original idea was to make it possible to deliberately cut a guy's arm off in a fight. I figured it'd be balanced since you pretty much have to take a guy to use it (yes I know I screwed that up by letting it ignore the stress track) which would let you freely inflict consequences anyway.
I would suggest you just use Called Shots, it's not perfectly what you want since it's not long term but it is close and not broken. You could even make so Brutality makes it harder to shake off a tag from a called shot.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 28, 2011, 05:14:20 AM
You can already force consequences on people after taking them out. Even if they weren't invested enough in the fight to take consequences in it. It's dirty pool to stomp a guy's spine in half after beating him in a friendly martial arts competition, but you can totally do it.

And it's almost impossible to inflict a consequence that will necessarily be worse than another consequence of the same severity. Compels are in the GM's hands, and they are only broken if he makes them so.

And a mild and a moderate are actually worse than a severe in the short term, barring compels.

Also, an extreme consequence impedes a guy no more than a mild, barring compels. So inflicting one doesn't mean you've won.

So I don't take any of those criticisms terribly seriously.

What I do take seriously in the mention of player rights. There's a social contract involved in gaming, and if this violates that then this has gotta go.

I wonder if the playerbase at large feels that it'd be inappropriate to force consequences...

I'm intrigued by this mention of Called Shots. What are those?

PS: It kinda bugs me that you can't deliberately break someone's arm in this game. The guy can always choose to take some other consequence. The only way around this is to take them out, and that shouldn't be a requirement for deliberately injuring someone. Hence the stunt. If someone has a better way to handle this, I'm all ears.
Title: Re: Cleaning Up The Stunt List
Post by: Selrach on October 28, 2011, 05:22:23 AM
I was rereading the basic rules and I noticed half of Way of the Gun is useless. Guns is already used for gun knowledge and gun repair so all the stunt currently grants is +1 Stress. I would suggest it allows you to make declarations about Guns.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 28, 2011, 05:52:52 AM
Gah, I need my books back. Lending them out wasn't the best idea I've ever had.

Can you make guns with Guns? If not, that side of the stunt still has a use...though it would need rewording.
Title: Re: Cleaning Up The Stunt List
Post by: Selrach on October 28, 2011, 06:02:17 AM
According to the book it is only maintenance, care,knowledge, and repair. By RAW, no, the Guns trappings does not allow the building of guns but it does not seem like much of stretch to allow the building of guns by restricting the roll by your craftsmanship. To me the stunt still feels a little lacking but I do like the flavor of it.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on October 28, 2011, 08:47:59 AM
@Sanctphrax

Brutality:

It creates a snowball rolling downhill effect.  Once you get the chink in the armor; that one mild consequence (or worse) everyone in the group gets to tag it with fate points, one guy gets to tag it free.  it's only a matter of time before the foe falls.  Normally you have to work to get that consequence on your foe.

I think the way it is worded it bypasses toughness as well as the stress track.

It creates a slew of problems.  If I purposely force a severe consequence and encounter the same foe again later...he has a consequence on him making hte fight easier for a fairly long time.  Extreme consequences take even longer to heal and come with an accompanying aspect change.   No stunt should be allowed to force extreme consequences: main reason - aspect change.  That seems not only unfair, but beyond the scope of what any power can do aside from transformation magic or mind magic.  both are far more powerful than stunts.

Two more issues:
1) without house ruling no game (or very few) allows you to just up and break someones arm or maim them in some fashion (aside from swords of sharpness in D&D) or (targeting mech parts in Mechwarrior RPG).  This system is really no different.

2)
(click to show/hide)

Extreme brutality should simply be axed.  Making it easier to inflict said consequences is just compounding this issue.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on October 28, 2011, 02:08:08 PM
You can already force consequences on people after taking them out. Even if they weren't invested enough in the fight to take consequences in it. It's dirty pool to stomp a guy's spine in half after beating him in a friendly martial arts competition, but you can totally do it.
Yes but people can see when they're going to be taken out and concede before hand. With Brutality the only way to concede before hand is to concede before you get hit.
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And it's almost impossible to inflict a consequence that will necessarily be worse than another consequence of the same severity. Compels are in the GM's hands, and they are only broken if he makes them so.
If by almost impossible you mean blindingly easy to do then yes. For example a consequence to your primary weapon hand would be worse than one to your off hand, even though they would be the same level.
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And a mild and a moderate are actually worse than a severe in the short term, barring compels.

Also, an extreme consequence impedes a guy no more than a mild, barring compels. So inflicting one doesn't mean you've won.

So I don't take any of those criticisms terribly seriously.
Inflicting something as extreme as well an extreme consequence is ripe for all kinds of invoking for effect and compels since quite frankly if they aren't in too much pain to think it would kind of strange. Also, the problem is mainly in the long term, not necessarily the short term since higher consequence take longer to go away.
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What I do take seriously in the mention of player rights. There's a social contract involved in gaming, and if this violates that then this has gotta go.

I wonder if the playerbase at large feels that it'd be inappropriate to force consequences...

I'm intrigued by this mention of Called Shots. What are those?

PS: It kinda bugs me that you can't deliberately break someone's arm in this game. The guy can always choose to take some other consequence. The only way around this is to take them out, and that shouldn't be a requirement for deliberately injuring someone. Hence the stunt. If someone has a better way to handle this, I'm all ears.
Called Shots are one of the basic maneuver types. They represent attempts to target attacks at specific parts of a person's body. They allow you to place aspects such as "Hurt Knee" on someone (note these aspects can't be as severe as consequences and the target can roll endurance to shake it off).

Also just because you want to be able to do something, doesn't meaning doing so is in anyway balanced.
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 28, 2011, 04:09:16 PM
Shield Of Dogma: Was thinking of putting the same restrictions on it as the default Rapport defence. What do you think of that?

That'd be fine with me.

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Feint: I was thinking of requiring a supplemental action per opponent for each exchange that you want to use this on. That would represent you making an effort to confuse and misdirect them. Would that make it better? What if it had a prerequisite allowing physical blocks with Deceit?

I know the general sway seems to be towards a flatter stunt list, but I actually do like the idea of a Stunt allowing Deceit blocks, and then have said stunt be a prerequsite for this stunt allowing physical defense through Deceit.  I like that more than I like the supplemental action thing, whose penalties I've found sometimes get forgotten about in the heat of... um... dice rolling.  :)

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Founded Upon Lies: I don't like this one for a few reasons. One is that aspects are generally equal and should remain that way. Another is that it involves too much bookkeeping. Another is that it might be broken. Another is that it boosts skills other than Deceit. Another is that it can give +2 to attacks. Bottom line, this needs a total rewrite.

How about just making this a Deceit version of Dirty Fighter then?  When tagging an opponent's Aspect as part of a Deceit action, you add three to your roll rather than adding two.

This way should limit extra bookkeeping on who has what Aspect, it only assists Deceit rolls, and it doesn't give more than an effective +1 to attacks.  I suppose maybe it does make some Aspects better than others, I can't help you there.

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Defensive Lies: Was thinking of copying Rapport defence with this one too. Rapport defence is broad, but not quite universal, so it kind of includes its own usage restriction.

I still like my "people who haven't gotten a read on you yet", but if that's too fiddly I don't have a problem with applying the "Rapport defense" solution.

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Defensive Focus: Yeah, this needs a different restriction. Not sure what sort of restriction, though. Maybe I should just bin it.

All these "use random skill to dodge attacks" stunts?  They should all be lumped together into one meta-Stunt.  Its name should be:

USE MY APEX SKILL TO NOT GET HIT: You may use your highest skill to dodge attacks, as per the Athletics trapping.  You must supply a reason why you should be able to use this skill to dodge, and your group must agree that it's 1) a well-thought-out and reasonable explanation or 2) just as full of crap as their own excuses, and to deny you the ability to dodge with Craftsmanship would be hypocritical.

Alternately, you must have at least one other stunt for your apex skill. (That's my mediocre attempt to even try to balance this)

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Reflexive Shield: I like this one too, but it makes me nervous. Was hoping that someone who had used it would say it was fine.

If we both like it, and nobody's bitched about it yet, it's probably ok to keep in the list until we hear otherwise.

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I'll Just Ignore You: I allow Discipline to defend against Intimidation and some Rapport already. This would expand that to the broadness of Rapport defence, like most of the other social defence stunts on this list. My experience with debating suggests that ignoring someone classily enough can work on an audience.

Rock on, then.  *APPROVED*

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Tough As Nails: I think the social version from YS only works against tags to boost attacks. So this should be the same.

Ah, I see.  The way it's currently written it'd apply to the opponent tagging your Aspects on a defense or whatnot.  I agree with your assessment, then.

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Clever Wrestling: Yeah, I don't know what I'm going to do with this one.

Let me come back at this one from the original intent, to reduce the grappling bonus from Strength powers.  That's already an acceptable restriction, I just don't like the variable effect and the fact that it's penalizing the opponent rather than assisting the stunt owner.  How about "When defending against a grappling attempt by an opponent with a Strength power, you add two to your defense roll.  Additionally, if you are grappled by an opponent with a Strength power, the effort of any actions you take is considered two higher for purposes of breaking the grapple."  Where I'm coming from here is that if the monster's grapple block strength is 5 and you roll a 4 on a Fists action, you don't deal damage to the monster but your roll of 4 is considered a 6 for escaping the grapple.

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Mounted Combat: Not a bad idea, but a) my mounted combat rules already allow you to use a Survival attack when running someone down with your horse and b) would rather not transplant multiple skills at once.

Then what you've got is okay with me.
Title: Re: Cleaning Up The Stunt List
Post by: wyvern on October 28, 2011, 05:57:47 PM
Just a random note on Reflexive Shield: I made an NPC wizard in my game who had that stunt / power / whatever-it-is.  When it came up, the PCs were all like "Woah, why can't I do that?" - but, when I explained that he'd spent actual refresh on the ability, nobody complained.  I've also considered a further improvement (for another refresh, and possibly requiring an appropriate sponsored magic) that would allow a character to simply defend using conviction or discipline - but I'd limit that to NPCs like The Merlin (defends with conviction because he's just that good at wards), or Listens-To-Wind (defends with discipline for having the control to deflect attacks just enough that they miss - though LTW's version might be limited to defense against magic).

Expert Mount: My first inclination was to copy the wording of a stunt like "Tireless", allowing might to be treated as +6 when it might otherwise restrict other skills.  On the other hand, that plays poorly with actual strength powers - and anything that can serve as a mount probably has at least inhuman strength.  Maybe a stunt that lets your rider defend using your athletics?  Not sure how balanced that is, but it makes sense...
Title: Re: Cleaning Up The Stunt List
Post by: Blackblade on October 28, 2011, 06:26:32 PM
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Defensive Lies: Was thinking of copying Rapport defence with this one too. Rapport defence is broad, but not quite universal, so it kind of includes its own usage restriction.

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I still like my "people who haven't gotten a read on you yet", but if that's too fiddly I don't have a problem with applying the "Rapport defense" solution.

Deceit already allows limited defense through the False Face Forward trapping (against Empathy and Intimidation actions, modified by your Rapport skill; could be interpreted to work against Rapport too.)  As such, I think that this stunt should be treated like footwork.  Granting it the abilities of a Rapport defense would be perfectly in line with regular guidelines.  Putting the "haven't gotten a read on you" requirement on it would make the stunt undercosted.
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on October 28, 2011, 06:38:07 PM
Deceit already allows limited defense through the False Face Forward trapping (against Empathy and Intimidation actions, modified by your Rapport skill; could be interpreted to work against Rapport too.)  As such, I think that this stunt should be treated like footwork.  Granting it the abilities of a Rapport defense would be perfectly in line with regular guidelines.  Putting the "haven't gotten a read on you" requirement on it would make the stunt undercosted.

You convinced me.  Give it the full monty!  :)
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 28, 2011, 06:59:19 PM
Huh, there's a lot to address here. I'll start with Silverblaze's concerns about me "ownership" of the list.

He's right. (Is Silverblaze is a guy?)

The stunt list is basically my personal project. I have more or less total control over it, and I'm pretty invested in it.

That's a fact. But it's not really a desirable one. Something more democratic would be preferable.

Hence my constant requests for input.

So, yeah. No need to apologize for pointing that out.

If the forum as a whole thinks that something I like is a bad idea, I'll get rid of it. But I will argue for its retention first.

And it's looking like Brutality might have to go. Even if I fix the stress-track-ignoring nonsense, it looks like it won't work out.

Pity. Exalted has loads of ways to maim people, and I was hoping I could make the same thing work in DFRPG.

Oh, and one other thing: a wound to your sword hand isn't actually any worse than a wound to your off hand unless the GM feels like making it so. Which he doesn't have to, since this isn't a physics simulator. The game works just fine if you take "Brief Feeling Of Orthodoxy" as a severe physical consequence.
Title: Re: Cleaning Up The Stunt List
Post by: wyvern on October 28, 2011, 07:13:48 PM
Hm.  How about this for something somewhat akin to Brutality:

Follow-Up Strike: When you tag an aspect representing physical damage for a +2 to hit with a physical attack, you deal an additional shift of effect if you hit (i.e. +1 weapon rating).  In addition, if the target of your attack chooses to take a consequence, that consequence must be directly related to the aspect you tagged.  (If they choose to take multiple consequences, only one consequence needs to be related.)

Mechanically, it's a bit weak - but it trades that off for the increased narrative control.  However, it still leaves exact choice of consequence (and whether to take one at all) to the target of the attack.  (This also combines fairly nastily with powers like Blood Drinker...)

Edit: Clarified that Follow-Up Strike applies only to physical attacks.  It provides no benefit if you're, say, tagging a concussion to boost an incite emotion attack.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 28, 2011, 07:35:02 PM
About Way Of The Gun: It looks more or less alright to me. Building guns is probably half of a trapping, and +1 stress is about half of a stunt bonus. But I suppose it could probably be beefed up a bit without harm. Any suggestions?

About Reflexive Shield: Maybe I was just being paranoid about this one. I'll leave it as-is unless I get a complaint from Arcane or someone else.

About the mount stunts: It has become obvious to me that designing stunts for mounted combat is almost impossible without rules for mounted combat. I have some of those, but they're just untested homebrew and I don't want to make the stunt list content dependent on their use. But I do want them to be compatible. I guess a basic +2 stress to mounted Weapons attacks would be inoffensive enough to work for the Weapons stunt. As for Athletics...I want to say penalty negation, but I don't think that my houserule idea actually involves penalties of any kind. I guess I'll have to think about it.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 28, 2011, 09:13:29 PM
In case people are curious, here are the mounted combat rules I mentioned: http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1050694.html#msg1050694 (http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1050694.html#msg1050694)

I guess a Deceit-based Dirty Fighter would work, by your description of Dirty Fighter. Where can I find the original Dirty Fighter for comparison?

I think that Clever Wrestler should stay as a penalty. Otherwise, it can either can make being grappled into a good thing. Clever wording could probably fix that, but not elegantly. And it would probably be balanced to make it a flat 2 shifts all the time, if the variable bonus is a problem. So...

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

I think I'll probably give Feint a prereq, but before I do so let me ask: can you already make blocks against physical attacks using the Distraction And Misdirection trapping of Deceit?

I've been trying to avoid the problems of the USE MY APEX SKILL TO NOT GET HIT by giving the various physical defense skills interesting and appropriate restrictions. The guy who defends with Endurance is vulnerable to heavy weapons or The Catch, the guy who defends with Weapons is vulnerable to ranged attacks. Another stunt might suffice to remove the limitations, or perhaps not.

Problem is that I can't think of anything interesting and appropriate for Discipline, and that supplemental action thing is all I've got for Deceit.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on October 30, 2011, 02:47:27 AM
In case people are curious, here are the mounted combat rules I mentioned: http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1050694.html#msg1050694 (http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1050694.html#msg1050694)

I guess a Deceit-based Dirty Fighter would work, by your description of Dirty Fighter. Where can I find the original Dirty Fighter for comparison?

I think that Clever Wrestler should stay as a penalty. Otherwise, it can either can make being grappled into a good thing. Clever wording could probably fix that, but not elegantly. And it would probably be balanced to make it a flat 2 shifts all the time, if the variable bonus is a problem. So...

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

I think I'll probably give Feint a prereq, but before I do so let me ask: can you already make blocks against physical attacks using the Distraction And Misdirection trapping of Deceit?

I've been trying to avoid the problems of the USE MY APEX SKILL TO NOT GET HIT by giving the various physical defense skills interesting and appropriate restrictions. The guy who defends with Endurance is vulnerable to heavy weapons or The Catch, the guy who defends with Weapons is vulnerable to ranged attacks. Another stunt might suffice to remove the limitations, or perhaps not.

Problem is that I can't think of anything interesting and appropriate for Discipline, and that supplemental action thing is all I've got for Deceit.

I totally agree this needs addressing.  I sadly have no real easy way of doing it.  I'd be morethan happy to work towards the goal however.

I think athletics and discipline/conviction will be the hardest ones (perhaps nigh impossible) to balance out.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 30, 2011, 04:05:22 AM
Wait, why would Athletics be hard? We really don't need to create defense stunts for Athletics, it's already universal.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on October 30, 2011, 04:15:25 AM
I meant if it is your apex skill...it'll be hard to nerf it being a great defense.  Since it already is, much like discipline.

Everythign else will be hard, but do able.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 30, 2011, 04:23:11 AM
Oh, I see.

I actually don't really have a problem with Athletics being universal. That's kinda what Athletics is for, you know?

But if it bugs you, you can always just take the appropriate side in the whole "can magic target skills other than Athletics?" debate.

Random idea:

What would people think of a stunt giving Discipline as a defense skill against magical attack only?

What about an upgrade stunt or two to make it into an Athletics-level defense skill?
Title: Re: Cleaning Up The Stunt List
Post by: Selrach on October 30, 2011, 09:51:03 AM
I think it sounds reasonable. I no real mechanical reasons to back it up, but the book series does support this point. Every time magic is thrown at most magic users they block with some type of mystic defense. When physical things are thrown at them they tend to dodge, like Darth Vader.

@Way of the Guns: My suggestion is that it allows for declarations about guns. This is very useful when you or your opponent is using guns, but not so much when the opponent is not. For example, a Deagle may be "Powerful with a Small Clip"  tagged for extra damage and compelled to make the gun run out of ammo.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 30, 2011, 09:24:49 PM
The idea was that you could see the magic coming and that that would help you dodge. Like the justification for a Guns stunt letting you dodge bullets with Guns.

I thought you could already make Declarations about guns with Guns. If that's not so, that'd be a good addition to the stunt.

Anyway, I figure that it's been long enough for people to give feedback. The full-scale rewriting will begin soon.
Title: Re: Cleaning Up The Stunt List
Post by: Selrach on October 31, 2011, 05:43:56 AM
The Guns trappings allows for Gun declarations about as much as it allows for gun repair and building. That is to say, sort of but not really.  So if you add it to the stunt the stunt would expand two parts of the same trapping and add +1 stress to the damage.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on October 31, 2011, 05:47:28 AM
Alright, I guess that could work. Will do.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 02, 2011, 06:05:20 AM
Hey, guess what?

I just thought of a way to make physical defense with Conviction work!

It only functions against beings with a catch of holy stuff.

The fluff is that your faith drives them off and protects you from them. It is slightly supernatural, but since no actual supernatural powers are required to create holy stuff I don't think it should be a problem.

Thoughts?
Title: Re: Cleaning Up The Stunt List
Post by: Selrach on November 02, 2011, 06:28:18 AM
Isn't that a function of Holy Touch? Hold on...*Goes off and finds books* Are Holy Powers going to be required?

Also for your Discipline stunt it would be better for Lore I think since it has to more with knowledge than ability. Magic detection is covered by lore not discipline.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 02, 2011, 06:39:46 AM
No, of course not. It's a stunt. Stunts never require powers, even if they do nothing without them.

I don't think it needs to. Harry was able to fend off Bianca with his Faith and he has no Faith powers at all. Doing the same thing, but better, could easily justify this stunt.

I suppose you're right about the Discipline defense stunt. But actually, I think it could work in both skills. Maybe I'll duplicate it.
Title: Re: Cleaning Up The Stunt List
Post by: Selrach on November 02, 2011, 07:25:05 AM
Point. I suppose it is limited enough that I would be Ok if someone wanted to spend refresh on it. The situations you are describing sound more like declarations followed by compels to High Concepts  rather than Defense rolls  A very similar situation is described in the trappings of Holy Touch.

As for the the reactive Discipline stunt, I think that would be more like aligning defensive energy against magical attacks than really dodging. Plus a second stunt  could allow reactive defensive blocks or something similar.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 02, 2011, 08:43:31 PM
What could be modeled as a Declaration+Compel in one scenario could be a defense roll in another. It's a flexible system after all.

Discipline defense stunt input noted. But don't expect that upgrade stunt to be made again, since it is/would be worth much more than 1 refresh to many wizards.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 04, 2011, 12:16:50 AM
Alright, let's go over the red stunts. Plus Brutality, because of popular demand.

Shield Of Faith: Your faith protects you from harm. You may use your Conviction skill for physical defence.

becomes

Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.

Master Manipulator: You can treat other people like chess pieces and make it work. At the beginning of each session, you may select one action for a certain character to carry out. You may use Deceit for social attacks intended to make that character perform that action.

Is eliminated because Deceit can already be used to make attacks and this stunt uses a lot of words in order to do nothing.

Instinctive Defence: 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.

Is removed because implementing a houserule as a stunt is a bad idea. Also it becomes mandatory for wizards at high levels, which is very bad.

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 armour score of 1 against magical backlash.

Is removed because of an inconvenient sidebar.

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

Is removed because its effect really shouldn't cost refresh.


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.

Removed because of popular consensus.

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.

Removed because it's a terrible idea.

Any objections?
Title: Re: Cleaning Up The Stunt List
Post by: admiralducksauce on November 04, 2011, 12:51:00 AM
Not from me.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on November 04, 2011, 01:12:39 AM
If you'd like to keep it around, Master Manipulator could be done as written but adding a stackable +1 to Deceit rolls fitting the predefined condition.  I think the requirement to predefine to that degree of specificity it is enough to warrant stackability.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 04, 2011, 04:29:12 AM
Yeah, you're right. It's probably salvageable. How about:

Master Manipulator: You can treat other people like chess pieces and make it work. Add one to your Deceit skill when using it to make an attack designed to trick your target into following a preset plan of yours.

It boosts pretty much all Deceit attacks, as long as nothing deviates from your plans. Which makes it pretty well balanced, I think.

Not sure about the wording, though.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 04, 2011, 04:38:33 AM
I feel that :

Shield Of Faith: Your faith protects you from harm. You may use your Conviction skill for physical defence.

Is overpowered but I feel that:


Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.

Feels a little underpowered...

Could this stunt be turned into a power (feels more like a faith piower anyhow, to me...at least) and have it cost 2 refresh, allowing it to stay as originally built or closer to it?

Maion reason I ask is a character I play currently has use of that stunt and compared to the character using Endurance for defense and the character using athletics with supernatural speed soon to be mythic...it doesn't feel overpowered.

I figure changing it is possible and will happen, but as a player i'd like to be abkle to rectify the situation even if i can't grandfather the stunt/power in.

Open to suggestions from all, espeically my GM if he reads this.

I have little to no input regarding the other stunts
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 04, 2011, 05:21:54 AM
I don't like the idea of turning it into a power. The separation between powers and stunts is important to me.

But if you were to stack a second a stunt onto the new Shield Of Faith to produce the effect of the old Shield Of Faith, it'd probably be balanced. Sort of like Conviction Footwork, you know?

I agree that the new Shield Of Faith is on the weaker side (in most games). But I'm not sure how to upgrade it without either damaging the flavour or making it too powerful.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on November 04, 2011, 12:44:13 PM
Honestly, anything that produces the old SoF effect needs to be a Power.  I really don't care how much you believe something; if there's no mystical something happening, your faith isn't protecting you from gunshots or a pop in the nose.  If there is, it's a Power not a Stunt and you're not a Pure Mortal.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on November 04, 2011, 01:58:23 PM
Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.
This is written so that it defends against ranged attacks as well and that makes no sense.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 04, 2011, 04:16:12 PM
Honestly, anything that produces the old SoF effect needs to be a Power.  I really don't care how much you believe something; if there's no mystical something happening, your faith isn't protecting you from gunshots or a pop in the nose.  If there is, it's a Power not a Stunt and you're not a Pure Mortal.

Agreed on all fronts here.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on November 04, 2011, 05:20:14 PM
I agree that the traditional shield of faith effect (conviction as a physical defense) should be a power given the effect seems to allow the impossible. The advise on custom power creation in the book seems to suggest it should be a -1 power.

When constructing new supernatural abilities,
simply use the stunt construction rules from page 147.
For each stunt’s worth of function (whether in shifts,
added trappings or scope, etc.) that the new
power provides, price that power at a cost of –1
refresh. Since taking a power means you get no
Pure Mortal refresh bonus (page 73), a –1 refresh
power is allowed to be a little more effective than
an otherwise equivalent stunt.

Your Story page 158
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 04, 2011, 07:15:40 PM
Conviction as a universal physical defense is actually probably possible without Powers. See the canon stunt Blessed Words. (YS page 150). It lets you block attacks with Conviction. The fluff justification is basically that your saintliness makes people not want to attack you. (Would you punch Gandhi in the face?)

If it's possible to block, it should be possible to defend.

So Conviction Footwork is probably possible. But it should probably require Blessed Words in addition to Shield Of Faith.

Why should Shield Of Faith be limited to melee range? If your faith repels certain creatures within arm's reach, it can probably repel them from 10 feet away too. Or so goes my reasoning.

PS: @ways and means: No. We've been over this. Powers and stunts are different things. See my previous arguments on this point. Also, USE MY APEX SKILL TO DEFEND is not much less lame as a power.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on November 04, 2011, 07:31:03 PM
PS: @ways and means: No. We've been over this. Powers and stunts are different things. See my previous arguments on this point. Also, USE MY APEX SKILL TO DEFEND is not much less lame as a power.

Different but to quote above source equivalent, according to the Your Story 1 refresh powers should be equivalent too but slightly better than a stunt. A large number of 1 refresh powers in the game work like this for example Cloak of Shadows: +2 to stealth in a specific situation (so far so stunt) + see in the dark bonus, claws: +2 to weapons rating but with a weakness of visible claws, True Aim: +1 to weapons with a limit of use (beats comparable accuracy stunts by including defense etc), Second Ahead: Lore to roll all defense in social and physical (considerably better than Conviction just for physical) etc. 
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 04, 2011, 10:58:56 PM
Alright, fine, we can have this debate again.

But not here. This thread has a fairly specific purpose, and I'd rather keep the philosophical debates out of it.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on November 05, 2011, 12:50:41 AM
Conviction as a universal physical defense is actually probably possible without Powers. See the canon stunt Blessed Words. (YS page 150). It lets you block attacks with Conviction. The fluff justification is basically that your saintliness makes people not want to attack you. (Would you punch Gandhi in the face?)

If it's possible to block, it should be possible to defend.

So Conviction Footwork is probably possible. But it should probably require Blessed Words in addition to Shield Of Faith.

Why should Shield Of Faith be limited to melee range? If your faith repels certain creatures within arm's reach, it can probably repel them from 10 feet away too. Or so goes my reasoning.

PS: @ways and means: No. We've been over this. Powers and stunts are different things. See my previous arguments on this point. Also, USE MY APEX SKILL TO DEFEND is not much less lame as a power.

Yeah, not saying Conviction couldn't work as a defense but more that the particular color of SoF sounds too power-ish as written in the old form.  Needs spelled out justification to work against attacks from non-faith-averse creatures or we're looking at a slippery slope of silliness.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on November 05, 2011, 01:06:49 AM
Alright, fine, we can have this debate again.

But not here. This thread has a fairly specific purpose, and I'd rather keep the philosophical debates out of it.

No point we won't agree my bad for bringing it up again.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 05, 2011, 02:08:11 AM
@The Mighty Buzzard: Good point.

@ways and means: You're probably right. I mean, if we were going to convince each other we'd have done it by now.

@everyone: First four purple stunts now:

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. (This does not apply to spellcasting).

becomes an Athletics stunt that reads:

Protector: You are an expert at the protection of others. Add two to your Athletics skill when using it to create a block to protect another character.

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.

becomes a Driving stunt that reads:

Traffic Watcher: You really know how to use those rear-view mirrors. You may use your Driving skill instead of your Alertness skill to notice vehicles and road conditions, to detect vehicular ambushes, and to determine initiative while operating a vehicle.

Excellent Mount: You are very good at carrying other people. Add two to your Athletics skill while being ridden.

is being modified significantly for reasons of lolwut correction. It becomes:

War Mount: You work together with your rider in order to defend yourselves. Add two to your Athletics skill when using it for defense while being ridden.

And I'm adding another stunt that might be helpful for human horses too:

Weight Training: You can operate normally with a hundred pounds on your back. Treat your Might skill as Fantastic (+6) when using it to modify another skill.

Whether you need a stunt to be ridden in the first place is left as an exercise for the GM.

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”.

is modified slightly to become:

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”. The difficulty of an attempt to “buy” something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.

Any objections?
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on November 05, 2011, 03:13:16 AM
Protector:  This could be skinned to work for almost any skill.  Might be worth putting a footnote in to such effect.  If they want it to work for all skills at once it needs to be one of their aspects and used that way.

Traffic Watcher: Peachy keen, jellybean.

Excellent Mount:  Yeah, it was way too broad as written.  War Mount is much better.

Weight Training: Looks too broad to me but I don't have any specific reasoning.

Five-Fingered Discount: Looks fine.

Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 05, 2011, 03:22:27 AM
Protector:  This could be skinned to work for almost any skill.  Might be worth putting a footnote in to such effect.  If they want it to work for all skills at once it needs to be one of their aspects and used that way.

Traffic Watcher: Peachy keen, jellybean.

Excellent Mount:  Yeah, it was way too broad as written.  War Mount is much better.

Weight Training: Looks too broad to me but I don't have any specific reasoning.

Five-Fingered Discount: Looks fine.

You sir beat me to the punch yet again.  Only difference is I see little issue with Weight Training.  Weight Training could also in theory be Endurance if reflavored.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on November 05, 2011, 03:37:02 AM
You sir beat me to the punch yet again.

Uncanny Typist: Any Scholarship roll depending on typing may be accomplished two time increments (YW315) faster than usual.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 05, 2011, 05:51:41 AM
What do you see wrong with Weight Training?

I didn't expect any trouble with that one, since it's basically a copy of a canon stunt.

Anyway, about Protector: I've actually been considering tagging stunts that could work in other skills. There are a lot of Weapons stunts that'd work in Guns or Fists.

What would people think of little notes at the end of stunt writeups saying (A similar stunt could exist under the X or Y skills.)?

Uncanny Typist might actually be worth adding to the list...I imagine that most Scholarship-based writing rolls would benefit.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on November 05, 2011, 06:35:40 AM
What do you see wrong with Weight Training?

Nothing really. It just leaves a bad taste in my mouth same as the RAW stunts it's similar to.

Anyway, about Protector: I've actually been considering tagging stunts that could work in other skills. There are a lot of Weapons stunts that'd work in Guns or Fists.

What would people think of little notes at the end of stunt writeups saying (A similar stunt could exist under the X or Y skills.)?

Couldn't hurt.  Might even start a separate category of super-stunts on the wiki for the ones that can be colored to fit multiple skills equally well.  Protection, for instance, could be taken for any skill your character has the ability to do a block with.  Possibly multiple times, once for each skill you want to be able to use it with.

I know Fred and co would prefer they all be separate stunts and have unique names but there's no reason the players can't think those up themselves after they get the mechanics from the board or wiki.

Uncanny Typist might actually be worth adding to the list...I imagine that most Scholarship-based writing rolls would benefit.

Oh sure, ruin a perfectly good bit of wiseassery.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on November 05, 2011, 11:26:24 AM
Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.
This is written so that it defends against ranged attacks as well and that makes no sense.
People seem to have missed my last post.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on November 05, 2011, 02:55:54 PM
People seem to have missed my last post.

I didn't miss it. I happen to agree with it but I don't do "me2" or "This" posts because they're a waste of everyone's time. 

Personally, I think that while in theory you might be able to use any skill to defend, in practice it gets pretty ridiculous for some skills.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 05, 2011, 11:56:13 PM
Didn't miss it either. See reply #118.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 06, 2011, 02:11:44 AM
Next, some more purple stunts. Also, some stunts that should have been purple.

Friends Everywhere: Your network of contacts extends around the world. You never receive a penalty to your contacts skill due to an unfamiliar area.

can be overpowered and absurd in certain special circumstances, so it becomes:

Friends Everywhere: Your network of contacts extends around the world. You may ignore up to two points worth of penalties to your Contacts skill due to an unfamiliar area.

My Buddy Has One Of Those: Your friends are very willing to let you borrow whatever you need. You may use Contacts instead of Resources for equipment purchases.  Anything acquired this way comes with the aspect "Not Actually Mine."

should have the same wording as Five-Fingered Discount, and so becomes:

My Buddy Has One Of Those: Your friends are very willing to let you borrow whatever you need. You may use your Contacts skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Not Actually Mine”. The difficulty of an attempt to “buy” something with Contacts may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.

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.

is hated by me for reasons I cannot fully articulate. I'm not sure why, but I'm pretty sure that it's awful in some way even if the magic thing is fixed. So it gets rewritten and becomes:

Sanction: Your faith in your boss, be it the archangel Uriel or Colonel Carrington, is absolute. Pick a being. You may take two additional mild social or mental consequences against attempts to make you think or act against that being.

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

needs to be slightly less broad, and so becomes:

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

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.

is too broad, and so becomes:

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 have centred their lives around the same religion as you.

Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill to defend in social combat.

is supposed to use Rapport defence as a basis, and so becomes:

Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill for the social defence trapping of Rapport.

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.
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.

are both a touch weak. The first is almost entirely inferior to the standard Fantastic modification stunts, while the second is just lame. So I'm rolling them together. They become:

Righteous: You are nearly unstoppable when you’re doing what’s right. Add two to your Conviction skill when using it with your Righteousness power.

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.

has a totally gratuitous clause about Performance and an unclear effect and so becomes:

Sermonize: Your speeches are more about passion than presentation. Add a Sermonize trapping to your Conviction skill. This trapping can be used to speak about moral, ethical, and religious issues.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on November 06, 2011, 07:52:14 AM
Sanction:  I'm actually ok with the original version.  If it bugs you that it affects Powers, add a qualification that it does not function for Powers or limit it to one particular power like in Righteous.

The rest look fine.
Title: Re: Cleaning Up The Stunt List
Post by: ALurker on November 06, 2011, 01:01:00 PM
Why should Shield Of Faith be limited to melee range? If your faith repels certain creatures within arm's reach, it can probably repel them from 10 feet away too. Or so goes my reasoning.
Not according to the masquerade scene in Grave Peril, the repelling power of Michael's faith was basically limited to melee range when it came to driving creatures back, more than that and they just tended to shy away and beyond a certain point were not effected at all (otherwise the whole ballroom would have basically ground to a halt). Furthermore, faith being able to stop a bullet fired at say a 100 feet away is completely ridiculous.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 06, 2011, 06:50:13 PM
Faith obviously can't stop a bullet without magic, but I don't see why it couldn't make it hard for an RCV to aim at you. I don't think that having Michael's faith affect everyone who was trying to kill him would be any more unrealistic than having it affect everyone within two metres.

About Sanction: Yeah, it definitely shouldn't apply to Powers. But that's not the only reason it bugs me.

What do y'all think of Sanction? Should I keep the old version? Maybe boost the bonus to +2 and make it not apply to Powers?

My personal inclination is to get rid of it, but I'm trying to be democratic.
Title: Re: Cleaning Up The Stunt List
Post by: The Mighty Buzzard on November 07, 2011, 03:56:57 AM
Sanction: Yeah, getting a +2 for any old arbitrary but limited reason is peachy keen by the raw as a stunt.  It's slightly too broad in the old wording even limited to non-Power applications.  Try swapping "acting on behalf of that being" with "acting on explicit orders of that being".  Leaves less rationalization wiggle room.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on November 07, 2011, 05:33:47 AM
Not according to the masquerade scene in Grave Peril, the repelling power of Michael's faith was basically limited to melee range when it came to driving creatures back, more than that and they just tended to shy away and beyond a certain point were not effected at all (otherwise the whole ballroom would have basically ground to a halt). Furthermore, faith being able to stop a bullet fired at say a 100 feet away is completely ridiculous.

The effects of Michael's faith can hardly be argued to be the only effects possible, whatever their potency.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 07, 2011, 08:28:53 PM
@The Mighty Buzzard: Alright, good idea. I guess I'll have two versions of Sanction on the new version of the list.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 12, 2011, 01:38:43 AM
Alright, I'm gonna try and finish the first post tonight.

New Sanction:

Sanction: When acting on behalf of your beloved boss, your faith is strengthened. Pick a being. Add two to your Conviction skill when acting directly on behalf of that being. This bonus may not be used in concert with a supernatural power.

Reposting my rewrites of Do You Like It...

Do You Like It? I Made It Myself: A weapon you made yourself is a weapon that you know really well. When you wield weapons that you built yourself, your Craftsmanship skill complements whatever other skill you use to wield that weapon.

Do You Like It? I Made It Myself: Clever engineering can compensate for a lack of combat skill. When you take this stunt, pick a broad category of weapon. You may make weapons of this category with the special quality that you may wield them with your Craftsmanship skill. Such weapons will often include odd devices and unusual features that make their use very different from that of a normal weapon.

I wonder if it'd be a problem to have 2 stunts on the list with the same name.

Anyway, Scavenger looks alright upon rereading. I guess I'll leave it as is. It makes only a little bit of sense, but I figure that that's enough.

Purple Deceit stunts next post.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 12, 2011, 01:46:04 AM
Salesmanship: You know how to sell stuff. Choose Rapport or Deceit. Add two to that skill when using it to sell something.
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.

violate the "only +1 to attacks" rule and are too similar to one another. Also the first one is split between two skills, which I don't like. They become:

Con Man, Salesman, Same Difference: You know how to extract money from people, either through outright cons or through salesmanship. Add one to your Deceit skill when using it make social attacks aimed at making somebody give you money.

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.

violates the "only +1 to attacks" rule and is also generally better represented as a maneuver. Was going to ditch it, until I thought of running it as a social weaponry stunt. It becomes:

Data Manipulation: It's easy to fool someone when you have graphs to back you up. In your hands, charts and graphs are weapon 2 for Deceit attacks. There must be some sort of connection between the chart or graph and the attack, but it need not be a solid one.

Feint: They think thought they had you, but they thought wrong. You may use your Deceit skill to dodge physical attacks.

has issues that have been well documented. Was going to give it a prereq that allowed Deceit blocks in combat and a restriction, but I couldn't think of a good restriction. And I wasn't sure that you couldn't make blocks in combat with Deceit anyway. So I'm using a different prereq, one that suggests a restriction in itself. New version:

Feint: When it looks like you're going to go right, you go left. And vice versa. Add two to your Deceit skill when using it to maneuver in physical combat.
Superior Feint: (Requires Feint) They thought they had you, but they thought wrong. You may use your Deceit skill to defend against the physical attacks of characters who have aspects that you placed on them with a Deceit maneuver.

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.

violates the "only +1 to attacks" rule. So, it gets a small restriction:

One Big Lie: Tell a lie long enough and you begin to believe it. Pick a statement that isn't true. Add two to your Deceit skill when using it to convince someone that that statement is true. Reduce the bonus provided by this stunt to one when it applies to a social or mental attack.

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.

violates the "only +1 to attacks" rule and is also kind of munchkinish.

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.

violates the "only +1 to attacks" rule. Also applies to too many skills. I don't especially like the inequality it introduces to the aspect system either, but that's just something I'm going to have to tolerate. New version:

Founded Upon Lies: You are very good at turning innocuous lies into devastating ones. Whenever you invoke or tag an aspect that you created with a Deceit maneuver to boost a Deceit roll, add one 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.

should use Rapport as a basis. Becomes:

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 for the social defense trapping of the Rapport skill.

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.

violates the "only +1 to attacks" rule. More interesting as a defense stunt anyway. Becomes:

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 defend against attempts to discern or prove your involvement in a crime.

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.

violates the "only +1 to attacks" rule. Also kinda lame. Gonna go with a social weaponry approach to this one. Becomes:

Faustian Pact: Your job is to trick people into signing unfair contracts. When you make a social attack with Deceit to convince someone to make a deal, you may treat a written copy of the deal as weapon 2.

"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.

violates the "only +1 to attacks" rule. More interesting as a trapping swap anyway. Becomes:

"Honest" Lawyer: Okay, maybe they don’t exist. But most people would say that you are one, anyway. Use your Deceit skill instead of your Scholarship skill to represent your legal knowledge.

I'm Your Friend: You are a very convincing fake friend. Add two to your Deceit skill when feigning friendliness or loyalty.
"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.

violate the "only +1 to attacks" rule. Also redundant. Becomes a maneuver bonus as follows:

"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when using it to create an aspect based off of feigned benevolence or friendship.



Alright, that's every purple stunt in the first post sorted. Any objections?

If not, I'll rewrite that first post and reword the blue stunts.

But first, I need to deal with the green stunts.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 12, 2011, 05:08:41 AM
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.

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.

Innovation Trumps Experience: Teaching yourself sorcery with a background in engineering means not using the “traditional" Crafting methods. The strength ratings of the enchanted items that you create are based off of your Craftsmanship skill.

Force Of Will would be better as a power, so I'm taking it off the list.

The other two are fine. Maybe I'll slap an asterisk on one of them or something.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 13, 2011, 02:59:30 AM
No comments?

Should I just assume that everything is perfect?

Anyway, in the meantime, I'll deal with the green stunts from the latter three posts.

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.

Touch Of Emotion: Mental attack, physical attack, what's the difference? You may use your Fists skill for your Incite Emotion power.

Realistic Conjuration: You are a master of conjuration, and the objects you create are far more detailed than normal. Add 2 to the difficulty of any attempts to notice that the objects you create through conjuration are not real.

Improved Ward Creation: You know a few shortcuts when it comes to ward creation. Choose one of the optional improvements that can be applied to a ward. Reduce the cost to apply that improvement to wards you create by 2.

Transparent Veils: You have a knack for making a good veil. Veils you create do not impede outward visibility at all.

Lasting Portals: The portals you create are solid and durable. You may increase the duration of portals you create by two steps without increasing the complexity of the spell.


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.

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.

Song of Emotion and Touch of Emotion are gonna go.

Not sure about Spellsinger.

The others will just be asterisked.

Thoughts?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 15, 2011, 04:35:21 AM
So...my suggested changes were beautiful and perfect.

Or perhaps people just stopped paying attention. Given that I missed a stunt and nobody noticed, probably the second.

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.

becomes

Wearing An Extremely Trustworthy Face: It's hard to disbelieve what those closest to you tell you. While successfully impersonating someone, your Deceit attacks inflict 2 additional stress to that someone's close associates.

Next post will be the same as the first master list post, except that it'll include all the changes I've made so far.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 15, 2011, 04:39:23 AM
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.
The Advantage Of Familiarity: There are benefits to knowing a place really well. Pick a location or a small neighbourhood. Add two to any Alertness 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.
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 Notice 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:    

War Mount: You work together with your rider in order to defend yourselves. Add two to your Athletics skill when using it for defense while being ridden.
Protector: You are an expert at the protection of others. Add two to your Athletics skill when using it to create a block to protect another character.
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.
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 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.
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. You may move one zone each turn as a supplemental action without taking the normal -1 penalty.
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 defense rolls against area attacks.
Unhindered Defenses: 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 defense 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 defense 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:

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.
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”. The difficulty of an attempt to “buy” something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
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.
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.

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.
Friends Everywhere: Your network of contacts extends around the world. You may ignore up to two points worth of penalties to your Contacts skill due to an unfamiliar area.
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.
My Buddy Has One Of Those: Your friends are very willing to let you borrow whatever you need. You may use your Contacts skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Not Actually Mine”. The difficulty of an attempt to “buy” something with Contacts may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
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.
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.
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.
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.
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:

Sermonize: Your speeches are more about passion than presentation. Add a Sermonize trapping to your Conviction skill. This trapping can be used to speak about moral, ethical, and religious issues.
Righteous: You are nearly unstoppable when you’re doing what’s right. Add two to your Conviction skill when using it with your Righteousness power.
Trust The Leader: Your faith in your boss, be it the archangel Uriel or Colonel Carrington, is absolute. Pick a being. You may take two additional mild social or mental consequences against attempts to make you think or act against 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.
Stubborn Faith:  You cling to your beliefs with amazing determination. You may take two additional minor consequences against attempts to make you act directly against the principles of your faith.
Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.
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 have centred their lives around the same religion as you.
Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill for the social defence trapping of Rapport.
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.
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.
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.
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.
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:

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.
Do You Like It? I Made It Myself: A weapon you made yourself is a weapon that you know really well. When you wield weapons that you built yourself, your Craftsmanship skill complements whatever other skill you use to wield that weapon.
Personalized Weaponry Engineering: Clever engineering can compensate for a lack of combat skill. When you take this stunt, pick a broad category of weapon. You may make weapons of this category with the special quality that you may wield them with your Craftsmanship skill. Such weapons will often include odd devices and unusual features that make their use very different from that of a normal weapon.
[/color]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.
Innovation Trumps Experience: Teaching yourself sorcery with a background in engineering means not using the “traditional" Crafting methods. The strength ratings of the enchanted items that you create are based off of your Craftsmanship skill.
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.
Bricoleur: 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)") receive a one shift bonus.
Skilled Bricoleur: (Requires Bricoleur) Your creativity at improvising is unparalleled; You take no penalty for having inadequate tools and materials except in extreme circumstances.
Master Bricoleur: (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.
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:

Feint: When it looks like you're going to go right, you go left. And vice versa. Add two to your Deceit skill when using it to maneuver in physical combat.
Superior Feint: (Requires Feint) They thought they had you, but they thought wrong. You may use your Deceit skill to defend against the physical attacks of characters who have aspects that you placed on them with a Deceit maneuver.
Data Manipulation: It's easy to fool someone when you have graphs to back you up. In your hands, charts and graphs are weapon 2 for Deceit attacks. There must be some sort of connection between the chart or graph and the attack, but it need not be a solid one.
One Big Lie: Tell a lie long enough and you begin to believe it. Pick a statement that isn't true. Add two to your Deceit skill when using it to convince someone that that statement is true. Reduce the bonus provided by this stunt to one when it applies to a social or mental attack.
Shield of Lies: Your lies run so deep that you almost believe them yourself. You may use your Deceit skill to determine your social stress track.
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.
It's Just Creative Lying: Really, acting is just an advanced form of lying. You may use Deceit, rather than Performance, for the Playing to an Audience trapping, but only when acting.
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.
Wearing An Extremely Trustworthy Face: It's hard to disbelieve what those closest to you tell you. While successfully impersonating someone, your Deceit attacks inflict two additional stress to that someone's close associates.
Founded Upon Lies: You are very good at turning innocuous lies into devastating ones. Whenever you invoke or tag an aspect that you created with a Deceit maneuver to boost a Deceit roll, add one 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 for the social defense trapping of the Rapport skill.
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 defend against attempts to discern or prove your involvement in a crime.
Faustian Pact: Your job is to trick people into signing unfair contracts. When you make a social attack with Deceit to convince someone to make a deal, you may treat a written copy of the deal as weapon 2.
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.
"Honest" Lawyer: Okay, maybe they don’t exist. But most people would say that you are one, anyway. Use your Deceit skill instead of your Scholarship skill to represent your legal knowledge.
Master Manipulator: You can treat other people like chess pieces and make it work. Add one to your Deceit skill when using it to make an attack designed to trick your target into following a preset plan of yours.
"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when using it to create an aspect based off of feigned benevolence or friendship.
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.
Title: Re: Cleaning Up The Stunt List
Post by: Gatts on November 15, 2011, 11:58:39 AM
I don't have much to add here, save that it's looking very good so far.  Just wanted to thank you for putting all the effort in.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 15, 2011, 08:58:32 PM
Thanks and you're welcome.

If you ever happen to use something from here, I'd be happy to hear how it goes.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 16, 2011, 04:33:41 AM
Cleaned up formatting, adjusted wording, made a few final adjustments to a few stunts.

Semi-significant changes were made to Scavenger, Actual Priest, The Advantage Of Familiarity, Sneaky Bastard, the Bricoleur tree, and I'm Looking For Mr Brown.

Considered changing Sportsman meaningfully, ultimately decided against it.

Objections welcome.

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.
The Advantage Of Familiarity: There are benefits to knowing a place really well. Pick a location or a small neighbourhood. Add two to your Alertness skill while you are 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.
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 Notice 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:    

War Mount: You work together with your rider in order to defend yourselves. Add two to your Athletics skill when using it for defense while being ridden.
Protector: You are an expert at the protection of others. Add two to your Athletics skill when using it to create a block to protect another character.
Sportsman: Sports are your life. Pick a sport. Add two to your Athletics skill when using it to play that sport.
Ball Toss: Throwing a basketball isn't very different from throwing a knife. You may use your Athletics skill to wield thrown weapons. You do not get any bonus from speed powers for these attacks.
Reading the Line of Fire: You can tell where the bullets will go before the trigger is pulled. Add two to your Athletics skill when using it to dodge gunfire.
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.
Highly Mobile: You move abnormally easily, and you find it easy to do other things while moving. You may move one zone each turn as a supplemental action without taking the normal -1 penalty.
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 defense rolls against area attacks.
Unhindered Defenses: 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 defense 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 defense 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:

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.
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”. The difficulty of an attempt to “buy” something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
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.
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.

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.
Friends Everywhere: Your network of contacts extends around the world. You may ignore up to two points worth of penalties to your Contacts skill due to an unfamiliar area.
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 your Contacts skill, 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 skill to Declare that they are present, with a difficulty determined by the situation and the quality of your henchmen.
My Buddy Has One Of Those: Your friends are very willing to let you borrow whatever you need. You may use your Contacts skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Not Actually Mine”. The difficulty of an attempt to “buy” something with Contacts may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
I'm Looking For Mr Brown: You are extremely good at tracking people down. When trying to find someone with your Contacts skill, add two to your Contacts skill and make the relevant rolls one time increment faster.
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.
Too Cool for School: All the kids wanna be just like you. Add two to your Contacts skill when dealing with young adults between high school and middle school age.
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.
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:

Sermonize: Your speeches are more about passion than presentation. Add a Sermonize trapping to your Conviction skill. This trapping can be used to speak about moral, ethical, and religious issues.
Righteous:* You are nearly unstoppable when you’re doing what’s right. Add two to your Conviction skill when using it with your Righteousness power.
Trust The Leader: Your faith in your boss, be it the archangel Uriel or Colonel Carrington, is absolute. Pick a being. You may take two additional mild social or mental consequences against attempts to make you think or act against 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.
Stubborn Faith:  You cling to your beliefs with amazing determination. You may take two additional minor consequences against attempts to make you act directly against the principles of your faith.
Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.
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 have centred their lives around the same religion as you.
Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill for the social defence trapping of Rapport.
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.*
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.
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.
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.
Sunday School: Being religious means knowing about religion. Use your Conviction skill to determine your religious knowledge.

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.
Do You Like It? I Made It Myself: A weapon you made yourself is a weapon that you know really well. When you wield weapons that you built yourself, your Craftsmanship skill complements whatever other skill you use to wield that weapon.
Personalized Weaponry Engineering: Clever engineering can compensate for a lack of combat skill. When you take this stunt, pick a broad category of weapon. You may make weapons of this category with the special quality that you may wield them with your Craftsmanship skill. Such weapons will often include odd devices and unusual features that make their use very different from that of a normal weapon.
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.
Innovation Trumps Experience: Teaching yourself sorcery with a background in engineering means not using the “traditional" Crafting methods. The strength ratings of the enchanted items that you create are based off of your Craftsmanship skill.
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.
Bricoleur: You are skilled at improvising when making, breaking, or repairing something.  Add one to your Craftsmanship skill when making Declarations and Assessments in the art of Bricolage ("to make creative and resourceful use of whatever materials are at hand (regardless of their original purpose)").
Skilled Bricoleur: (Requires Bricoleur) Your creativity at improvising is unparalleled. You may ignore up to two points of penalties to your Craftsmanship skill due to insufficient tools or materials.
Master Bricoleur: (Requires Skilled Bricoleur) Your skill and resourcefulness are unparalleled. When you engage in the art of Bricolage, your creations are cobbled together two time increments faster than normal and last two time increments longer than they would otherwise.
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: There is an art to making things quickly out of cannibalized parts. You find it easy, because the people who made the thing you took apart did most of the work. 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. When in an area that you have booby-trapped, you may make physical attacks with your Craftsmanship skill. The weapon ratings and ranges of these attacks depend upon the traps used to make them.

Deceit:

Feint: When it looks like you're going to go right, you go left. And vice versa. Add two to your Deceit skill when using it to maneuver in physical combat.
Superior Feint: (Requires Feint) They thought they had you, but they thought wrong. You may use your Deceit skill to defend against the physical attacks of characters who have aspects that you placed on them with a Deceit maneuver.
Data Manipulation: It's easy to fool someone when you have graphs to back you up. In your hands, charts and graphs are weapon 2 for Deceit attacks. There must be some sort of connection between the chart or graph and the attack, but it need not be a solid one.
One Big Lie: Tell a lie long enough and you begin to believe it. Pick a statement that isn't true. Add two to your Deceit skill when using it to convince someone that that statement is true. Reduce the bonus provided by this stunt to one when it applies to a social or mental attack.
Shield of Lies: Your lies run so deep that you almost believe them yourself. You may use your Deceit skill instead of your Presence skill to determine the length of your social stress track.
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.
It's Just Creative Lying: Really, acting is just an advanced form of lying. You may your Deceit skill for the Playing To An Audience trapping of the Performance skill when acting.
The Appearance Of Wealth: You seem like a wealthy and powerful person, regardless of the reality. You may use your Deceit skill for the Money Talks trapping of the Resources skill.
Wearing An Extremely Trustworthy Face: It's hard to disbelieve what those closest to you tell you. While successfully impersonating someone, your Deceit attacks inflict two additional stress to that someone's close associates.
Founded Upon Lies: You are very good at turning innocuous lies into devastating ones. Whenever you invoke or tag an aspect that you created with a Deceit maneuver to boost a Deceit roll, add one 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 for the social defense trapping of the Rapport skill.
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 defend against attempts to discern or prove your involvement in a crime.
Faustian Pact: Your job is to trick people into signing unfair contracts. When you make a social attack with Deceit to convince someone to make a deal, you may treat a written copy of the deal as weapon 2.
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.
"Honest" Lawyer: Okay, maybe they don’t exist. But most people would say that you are one, anyway. Use your Deceit skill instead of your Scholarship skill to represent your legal knowledge.
Master Manipulator: You can treat other people like chess pieces and make it work. Add one to your Deceit skill when using it to make an attack designed to trick your target into following a preset plan of yours.
"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when using it to create an aspect based off of feigned benevolence or friendship.
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 to make social attacks based off of persuasion.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 17, 2011, 05:37:53 AM
Alright then, the first post is almost done.

But in the interests of usability, I'd like to tag stunts that are special in some way.

Stunts that interact with powers will be marked with * so that people who dislike that sort of thing can avoid them.

Stunts that are limited in effect because of the decision to limit social combat stunts as heavily as physical combat stunts will be marked with ** so that people using different rules know to juice them up.

Stunts that could also exist in another skill will be marked with (A similar stunt could exist in SKILL.)

That's what the next post will be about.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 17, 2011, 05:57:17 AM
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.
The Advantage Of Familiarity: There are benefits to knowing a place really well. Pick a location or a small neighbourhood. Add two to your Alertness skill while you are 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.
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 Notice 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. You may 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:    

War Mount: You work together with your rider in order to defend yourselves. Add two to your Athletics skill when using it for defense while being ridden.
Protector: You are an expert at the protection of others. Add two to your Athletics skill when using it to create a block to protect another character. (A similar stunt could exist in many other skills.)
Sportsman: Sports are your life. Pick a sport. Add two to your Athletics skill when using it to play that sport.
Ball Toss: Throwing a basketball isn't very different from throwing a knife. You may use your Athletics skill to wield thrown weapons. You do not get any bonus from speed powers for these attacks.
Reading the Line of Fire: You can tell where the bullets will go before the trigger is pulled. Add two to your Athletics skill when using it to dodge gunfire.
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.
Highly Mobile: You move abnormally easily, and you find it easy to do other things while moving. You may move one zone each turn as a supplemental action without taking the normal -1 penalty.
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 defense rolls against area attacks.
Unhindered Defenses: 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 defense 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 defense 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:

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.
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”. The difficulty of an attempt to “buy” something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
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.
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.

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.
Friends Everywhere: Your network of contacts extends around the world. You may ignore up to two points worth of penalties to your Contacts skill due to an unfamiliar area.
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 your Contacts skill, called Employment. You may use this trapping to find obedient subordinates in a particular category, chosen when you take this stunt. (Similar stunts could exist in Presence and Resources.)
Minions: (Requires The Boss) You have some loyal henchmen. You may use your Contacts skill to Declare that they are present, with a difficulty determined by the situation and the quality of your henchmen. (Similar stunts could exist in Presence and Resources.)
My Buddy Has One Of Those: Your friends are very willing to let you borrow whatever you need. You may use your Contacts skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Not Actually Mine”. The difficulty of an attempt to “buy” something with Contacts may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
I'm Looking For Mr Brown: You are extremely good at tracking people down. When trying to find someone with your Contacts skill, add two to your Contacts skill and make the relevant rolls one time increment faster.
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.
Too Cool for School: All the kids wanna be just like you. Add two to your Contacts skill when dealing with young adults between high school and middle school age.
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.
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:

Sermonize: Your speeches are more about passion than presentation. Add a Sermonize trapping to your Conviction skill. This trapping can be used to speak about moral, ethical, and religious issues.
Righteous: You are nearly unstoppable when you’re doing what’s right. Add two to your Conviction skill when using it with your Righteousness power.*
Trust The Leader: Your faith in your boss, be it the archangel Uriel or Colonel Carrington, is absolute. Pick a being. You may take two additional mild social or mental consequences against attempts to make you think or act against 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.
Stubborn Faith:  You cling to your beliefs with amazing determination. You may take two additional minor consequences against attempts to make you act directly against the principles of your faith.
Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.
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 have centred their lives around the same religion as you.
Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill for the social defence trapping of Rapport.
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.*
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.*
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.*
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.
Sunday School: Being religious means knowing about religion. Use your Conviction skill to determine your religious knowledge.

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.
Do You Like It? I Made It Myself: A weapon you made yourself is a weapon that you know really well. When you wield weapons that you built yourself, your Craftsmanship skill complements whatever other skill you use to wield that weapon.
Personalized Weaponry Engineering: Clever engineering can compensate for a lack of combat skill. When you take this stunt, pick a broad category of weapon. You may make weapons of this category with the special quality that you may wield them with your Craftsmanship skill. Such weapons will often include odd devices and unusual features that make their use very different from that of a normal weapon.
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.
Innovation Trumps Experience: Teaching yourself sorcery with a background in engineering means not using the “traditional" Crafting methods. The strength ratings of the enchanted items that you create are based off of your Craftsmanship skill.*
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.
Bricoleur: You are skilled at improvising when making, breaking, or repairing something.  Add one to your Craftsmanship skill when making Declarations and Assessments in the art of Bricolage ("to make creative and resourceful use of whatever materials are at hand (regardless of their original purpose)").
Skilled Bricoleur: (Requires Bricoleur) Your creativity at improvising is unparalleled. You may ignore up to two points of penalties to your Craftsmanship skill due to insufficient tools or materials.
Master Bricoleur: (Requires Skilled Bricoleur) Your skill and resourcefulness are unparalleled. When you engage in the art of Bricolage, your creations are cobbled together two time increments faster than normal and last two time increments longer than they would otherwise.
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: There is an art to making things quickly out of cannibalized parts. You find it easy, because the people who made the thing you took apart did most of the work. 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. When in an area that you have booby-trapped, you may make physical attacks with your Craftsmanship skill. The weapon ratings and ranges of these attacks depend upon the traps used to make them.

Deceit:

Feint: When it looks like you're going to go right, you go left. And vice versa. Add two to your Deceit skill when using it to maneuver in physical combat.
Superior Feint: (Requires Feint) They thought they had you, but they thought wrong. You may use your Deceit skill to defend against the physical attacks of characters who have aspects that you placed on them with a Deceit maneuver.
Data Manipulation: It's easy to fool someone when you have graphs to back you up. In your hands, charts and graphs are weapon 2 for Deceit attacks. There must be some sort of connection between the chart or graph and the attack, but it need not be a solid one.**
One Big Lie: Tell a lie long enough and you begin to believe it. Pick a statement that isn't true. Add two to your Deceit skill when using it to convince someone that that statement is true. Reduce the bonus provided by this stunt to one when it applies to a social or mental attack.**
Shield of Lies: Your lies run so deep that you almost believe them yourself. You may use your Deceit skill instead of your Presence skill to determine the length of your social stress track.
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.
It's Just Creative Lying: Really, acting is just an advanced form of lying. You may your Deceit skill for the Playing To An Audience trapping of the Performance skill when acting.
The Appearance Of Wealth: You seem like a wealthy and powerful person, regardless of the reality. You may use your Deceit skill for the Money Talks trapping of the Resources skill.
Wearing An Extremely Trustworthy Face: It's hard to disbelieve what those closest to you tell you. While successfully impersonating someone, your Deceit attacks inflict two additional stress to that someone's close associates.**
Founded Upon Lies: You are very good at turning innocuous lies into devastating ones. Whenever you invoke or tag an aspect that you created with a Deceit maneuver to boost a Deceit roll, add one 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 for the social defense trapping of the Rapport skill.
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 defend against attempts to discern or prove your involvement in a crime.**
Faustian Pact: Your job is to trick people into signing unfair contracts. When you make a social attack with Deceit to convince someone to make a deal, you may treat a written copy of the deal as weapon 2.**
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.
"Honest" Lawyer: Okay, maybe they don’t exist. But most people would say that you are one, anyway. Use your Deceit skill instead of your Scholarship skill to represent your legal knowledge.
Master Manipulator: You can treat other people like chess pieces and make it work. Add one to your Deceit skill when using it to make an attack designed to trick your target into following a preset plan of yours.**
"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when using it to make a maneuver or Declaration based off of feigned benevolence or friendship.**
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 to make social attacks based off of persuasion.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on November 17, 2011, 08:58:08 AM
Should reword 'Good Intentions' to refer explicitly to maneuvers, as attacks are also used to 'create an aspect' in the form of consequences, otherwise it is both broad and very powerful (benefiting both attacks and maneuvers, and granting a +2 to attacks).
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 17, 2011, 09:12:51 PM
Sure, anything to avoid ambiguity.

It's also supposed to boost Declarations, though.

Editing.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 20, 2011, 03:29:18 AM
Alright then. Now for the second post. First of all, I'll copy-paste it and remove the stuff that we've already decided to get rid of. Then I'll add Traffic Watcher and any other stunts that were moved into the appropriate skills earlier.

Removed:
Breath Control
Brutality
Extreme Brutality
Backlash Absorber
Instinctive Defense
Touch Of Emotion

Added:
Traffic Watcher

Discipline:

Disciplined Body: Your body moves because your mind tells it to. Use Discipline to determine the length of your physical stress track.
Master of the Sight: You are remarkably good at seeing through your third eye. Increase your Discipline and Lore skills by one when using them to interpret or control the Sight.
Spiritual Integration: You get along well with your Demonic Co-Pilot. Increase your Discipline skill by 2 when using it to resist stress from using your Demonic Co-Pilot.
Unbroken Composure: Your mental strength allows you to remain calm when others would be caught off guard. You may use your Discipline skill for the Avoiding Surprise trapping of the Alertness skill.
Focused Fallout: Your spells are hard on the environment, but they're harder on the guys that you hit with them. When you take fallout as a consequence of casting a spell with insufficient control, reduce the power of the spell by two shifts less.
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.
Control The Conversation: Your tremendous self-control gives you tremendous social control. You may use your Discipline skill to determine initiative in a social conflict.
Fearless: You are not easily scared. All attempts to intimidate you suffer a two shift penalty.
Defensive Focus: Your incredible focus makes it easy to avoid the clumsy attacks of your enemies. You may use your Discipline skill to defend against attacks from enemies in the same zone.
Reflexive Shield: Magic is the only defence you need. When you are attacked, you may sacrifice your next action to cast a defensive evocation.
Landscape Weapon: Within your domain, the earth and sky are nothing more than your weapons. Attacks that you make with the Demesne power are Weapon: 2.
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.
Laser Focus: You find it easy to clear your mind in a stressful situation. When making a Discipline maneuver to create an aspect based on concentration, willpower, or clear thought, add two to your Discipline roll.
I'll Just Ignore You: Counterarguments are a waste of time. You prefer to simply not listen to the people you disagree with. You may use your Discipline skill for the social defence trapping of Rapport.
Mind of Steel: Magical mental influence is useless against your fortress-like mind! Add two to your Discipline skill when using it to defend against supernatural mental attacks.

Driving:

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

Empathy:

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

Endurance:

Tough as Nails: You don’t seem to feel pain the way normal people do. When an opponent tags or invokes one of your consequences in a physical conflict they only receive +1 to their roll. If they choose to reroll, you may lock down one of his dice and leave him only 3 to reroll.
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.
Inexhaustible Power: You always have a bit more juice to draw upon. You may take two additional mild mental or physical consequences when facing the stress incurred from using evocation.
Fireproof: You are incredibly resistant to fire and extreme heat in general. You have a natural armour score of 2 against fire.
Effortless Recovery: You don’t just heal fast. You heal easily. You may spend a supplemental action to remove a minor consequence with a Recovery power without taking a -1 penalty to your main action that exchange.
Was That Supposed To Hurt?: You are TOUGH. You don't avoid attacks, you just take them right. Use your Endurance skill to “dodge” attacks.
The King Still Stands: You are the king! An army of commoners is nothing more than fodder for your sword to cut down. When fighting against multiple opponents on your own, you may take two additional mild physical consequences.
Toughness Of Mind And Body: A guy as tough as you has no need to be afraid. You may use your Endurance skill to resist fear.

Fists:

Patterns: Martial arts are actually a lot like dancing. You may use Fists instead of Performance to demonstrate martial arts moves.
Competition Fighting: You are a martial artist, not a fighter. Add one to your Fists skill as long as you aren't in a real fight.
Board Breaking: You break stuff with your hands. Use Fists for the Breaking Things trapping of Might.
Street Fighter: You don't fight by the rules. If there's a piece of lead pipe lying around, you'll use it. You may use your Fists skill to wield improvised weapons.
No Holds Barred Beatdown: What’s the opposite of mercy? Whatever it is, you show plenty of it in your fights. All of your attacks with Fists inflict X additional stress, where X is the level of the worst consequence that you have inflicted on the target this scene.
Use Their Strength Against Them: Excessive strength can  be a disadvantage if your opponent knows how to exploit it. You may use the Might skill of another character to complement your Fists or Might skill when attacking, defending against, or grappling with that character.
Throws and holds: If you aren’t careful when attacking a wrestler, you’ll end up on the ground. On a successful defence with Fists, you sacrifice your next action and tag or invoke an aspect in order to turn that defence into an immediate and automatically successful grapple attempt. You get no bonus to the grapple attempt from full defence and your target must be within range.
Guard Breaker: You have a talent for getting around certain types of defence. Pick a skill. Add one to your Fists skill when attacking someone who is using that skill to defend.
Potent Poison: The poison produced by your body is exceptionally powerful. Add one to your Fists skill for any use of the Venomous trapping of the Claws power.
Destroyer Of Abominations: You hit harder when your enemy is something blasphemous. All attacks that you make with the Fists skill inflict two additional stress to creatures that are an offense to your faith.
Kick The Bruise: It really hurts to take two hits to the same place. Whenever you tag or invoke a consequence to benefit a Fists attack, that attack inflicts two extra stress.
Storm Of Punches: A great warrior fights as well against a thousand enemies as he does against one. You may take a -2 penalty to a Fists attack in order to have that attack affect everyone in the zone (except yourself, of course).
Demesne-Assisted Combat Focus: It's easy to win a fight when you control the world around you. Add one to all attack rolls in which you tag or invoke an aspect created with the Demesne power.
Demesne-Assisted Combat Specialization: It's easy to win a fight when you control the world around you. All attack rolls in which you tag or invoke an aspect created with the Demesne power inflict two extra stress.
Bull Charge: You know how to use your momentum in a fight. If you move at least one zone as a supplemental action before making an attack with Fists, that attack inflicts two additional stress.
Talking With Your Fists: A guy with the ability to hurt you is always scary, even if he's got no charisma at all. You may use your Fists skill instead of your Intimidation skill when threatening someone with violence.
Unorthodox Fighting: People with formal training are less able to defend against your tomfoolery in combat. Add one to your Fists skill when making attacks against opponents who adhere strictly to a formal style of combat.
Give As Good As I Get: Sometimes, you have to do something crazy in order to win a fight. Once per scene, when you are attacked by someone in your zone, you may spend a Fate Point. If you do so, you defend against the attack with an effective skill of Mediocre and may not use a Block to replace your defense roll. This might sound pretty grim, but take heart; if you attack your attacker with your Fists skill during your next action, you may add three to your attack roll and increase the weapon rating of your attack by three.

Guns:

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.
Long-Range Combat: You're most comfortable when your enemies are a ways away. Add 1 to your guns skill when using it to attack a character at least 2 zones away.
Killer of Many: You have killed a lot of people, but not so many monsters. All of your attacks with Guns inflict two additional stress to Pure Mortals.
Empty Mag Empty Room: (Requires Blaze Away) Sometimes you just have to fire every bullet you have. When you attack with a gun, you may choose to fire every bullet in your gun at once. If you do, each attack you make that exchange gets a +1 bonus.
Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms. Add 1 to the stress inflicted by each attack you make with a gun that you either made or modified heavily.
Personal Arsenal: You own a great number of weapons, and you get new ones all the time. Use your Guns skill instead of your Resources skill when dealing with weaponry.
Scope User: You know how to use a scope. Add two to your Guns skill when using it to make manoeuvres related to aiming while using a scope or laser sight.
Ammo Selection: There are a lot of different types of bullet in the world, and each of them is suitable for a different situation. Given the chance to select and use ammunition appropriate to the situation, all of your attacks with Guns inflict two additional stress.
Sea Urchin Launcher Wielder: You are proficient in the use of the weapons of the Fomor people who live beneath the sea. Add one to your Guns skill when using it to attack with Fomor weapons.
This... Is My BOOMSTICK!: Somehow, talking like an action hero helps you shoot like one. Add one to your Guns skill when attacking with a shotgun, provided you can incorporate a cheesy one-liner in the combat.
Talking With Guns: A guy with a gun and the skill to use it is always scary, even if he's got no charisma at all. You may use your Guns skill instead of your Intimidation skill when threatening someone with a gun.

Intimidation:

Scare 'em Straight: You are a an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add 2 to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).
Bad Cop: Cruelty is more effective when given a basis for comparison. When working together with someone who has the Good Cop stunt, add two to your Intimidation skill.
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.
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.
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.
I Find Your Lack Of Faith Disturbing: Really dedicated people are kind of scary. Add one to your Intimidation skill when using it against someone whose Conviction skill is lower than yours.
Torturer: You have the complete lack of mercy that is needed to torture someone properly. You may use your Intimidation skill to inflict mental stress as long as your target is entirely within your power.
Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for 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.
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.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 20, 2011, 04:30:14 AM
I'll Just Ignore you: I could see that being a conviction stunt also, signifying stubborn behavior.

Disciplined Body: I think this makes wizards no longer need Endurance, which makes them need less skills which makes them more powerful with less need to diversify.  The stunt is fine in theory, but that is one issue I see.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 20, 2011, 04:44:30 AM
Shield Of Dogma is pretty similar to I'll Just Ignore You. Is that what you meant?

You might well be right about Disciplined Body, but the stunt is simple and totally in accordance with stunt building guidelines. So I don't want to mess with it too much.

The best solution that occurs to me for that possible problem is to slap a prerequisite on Disciplined Body. That ought to keep the dabbling wizards out.

While Disciplined Body might beat out 1 Refinement for some wizards, I doubt that it and another stunt would beat out 2 Refinements.

Thoughts on what the prereq could be?
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on November 20, 2011, 05:00:06 AM
I think Disciplined Body is fine, a wizard could with the right justification already take for 1 refresh Supernatural Toughness (with a +3 catch) for +4 stress +2 armour (or with a IoP Mythical Toughness). Comparatively the most advantage a wizard can get out of discipline body is 2 stress and a mild consequence (which are kind of weak in my opinion given they can be tagged for a +2 each) . Spending a refresh on enchanted item defense would also be more effective (High level Armour or blocks effect). I don't see it breaking the game anytime soon not when more refinement is still heaps better. 

Disciplined Body really seems meant for wizards it gives them reasonable stress without investing in more skills as far as I can tell the point of this stunt is to advantage pc's with high discipline (which will mainly be casters) so making the stunt more difficult for wizards to gain just promotes refinement maxing (the way to go for power gaming anyway). But in turns of game balance focused wizard will probably have  discipline, lore, conviction as pinnacle skills regardless of this stunt so really all this stunt will do is allow a wizard to have a better/different secondary skills which really don't effect wizards power level all that much.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 20, 2011, 05:32:23 AM
Shield Of Dogma is pretty similar to I'll Just Ignore You. Is that what you meant?

You might well be right about Disciplined Body, but the stunt is simple and totally in accordance with stunt building guidelines. So I don't want to mess with it too much.

The best solution that occurs to me for that possible problem is to slap a prerequisite on Disciplined Body. That ought to keep the dabbling wizards out.

While Disciplined Body might beat out 1 Refinement for some wizards, I doubt that it and another stunt would beat out 2 Refinements.

Thoughts on what the prereq could be?

Likely isn't a good solution to the issue.  I just felt like pointing it out.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 20, 2011, 05:34:39 AM
Lets not balance stunts against optimized Items Of Power, okay?

Or against powers, for that matter.

A consequence can only be tagged if it was inflicted or discovered by someone else. Do it to yourself while spellcasting and you're home free.

I honestly think that Refinement is stronger than Disciplined Body for the majority of wizards. But is it stronger enough?
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 20, 2011, 06:46:12 AM
Lets not balance stunts against optimized Items Of Power, okay?

Or against powers, for that matter.

A consequence can only be tagged if it was inflicted or discovered by someone else. Do it to yourself while spellcasting and you're home free.

I honestly think that Refinement is stronger than Disciplined Body for the majority of wizards. But is it stronger enough?

Refinement does not grant you stresses or consequences.

Allowing a character to use one skill for everything causes a character to lack depth ..thats boring to me.  Also tends to lean toward OP-hood.  I think sanctaphrax and I agree that one skill characters can be bad.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on November 20, 2011, 01:19:38 PM
Refinement does not grant you stresses or consequences.

Allowing a character to use one skill for everything causes a character to lack depth ..thats boring to me.  Also tends to lean toward OP-hood.  I think sanctaphrax and I agree that one skill characters can be bad.

As I pointed out this skill isn't going to lead to a character using one skill for everything a wizard still needs three apex skills lore, discipline, conviction, given the stunt doesn't affect the apex skills what this stunt will lead too is someone taking athletics instead of Endurance, or contacts instead of endurance and as endurance as a skill is comparatively boring (in DD terms its just fortitude saves and hit point) I think this stunt could actually make a wizard more interesting if they choose a more interesting secondary skill.   

Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 20, 2011, 04:00:29 PM
I'll grant you that.  I just prefer to keep as many skills useful as possible.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on November 20, 2011, 05:25:37 PM
I'll grant you that.  I just prefer to keep as many skills useful as possible.

True but that criticism could be labeled on any skill trapping swap stunts being the whole purpose of said stunts is to give you more flexibility with your apex skills as opposed to needing to bump up everything. The stunt itself wasn't game breaking IMO if the stunt tried to merge discipline, conviction or lore that when it would get game breaking such as

Intelligent Casting (Lore) Your superior knowledge of magic allows you to create forma to aid in the controlling of your spells, you can use lore for the control rolls of spells.

But even then you would lose out on the mental defense of discipline making it less than optimal. Having an entire skill is almost always better than just a trapping. 
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 20, 2011, 10:18:07 PM
Exactly.

A skill is supposed to be much better than a stunt.

Unfortunately, the stress track trapping of Endurance is probably the only trapping of Endurance that many characters (not just wizards) care about.

Which would make this stunt equal to that skill.

The solution: give it a prereq that moves another trapping of Endurance, to prevent inappropriate dabbling.

New versions:

Determinate: Your astonishing determination allows you to push yourself beyond your limits. Use your Discipline skill for the Long-Term Action trapping of the Endurance skill. (A similar stunt could exist in Conviction.)

Disciplined Body: (Requires Determinate) Your body moves because your mind tells it to. Use your Discipline skill to determine the length of your physical stress track. (A similar stunt could exist in Conviction.)

Thoughts?

PS: Agree completely about Intelligent Casting.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 21, 2011, 05:45:44 AM
Alright, let's try and fix the purple Discipline stunts.

As always, feedback wanted.

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.

Should be limited to maneuvers with a single skill. Can think of two ways to do this, both of which would work in almost any skill. Will use Guns as the base skill because the character this was created for was an ordinary soldier.

Trained As A Unit: You were trained alongside the rest of your unit, and now that unit is like a single organism. Add two to your Guns skill when using it to make a maneuver while working together with at least one other character who has this stunt for the same unit as you.
Team Player: You have been extensively trained to work together with others. Add two to your Guns skill when using it to make a maneuver to grant an aspect to an ally of yours.

Defensive Focus: Your incredible focus makes it easy to avoid the clumsy attacks of your enemies. You may use your Discipline skill to defend against attacks from enemies in the same zone.

Well, my efforts to fix this have produced a new Lore stunt. It bears little resemblance to its inspiration, though. If anyone has an idea for how a Discipline for physical defense stunt could work, I want to hear it.

Seen It Before: You've seen just about every conceivable attack evocation at some point in your life. Which means that you know how to get out of the way when someone tries to blast you with magic. You may use your Lore skill instead of your Athletics skill when defending against a magical attack.

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

This will remain unchanged, given that people seem to think it's okay. Unless Arcane comes back from his playtest saying it's broken, of course.

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

These two are super narrow. I think I'll merge them, and darn the rule saying that you can only add one to attacks.

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

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.

Not sure exactly why this is purple. It looks fine to me.
Title: Re: Cleaning Up The Stunt List
Post by: computerking on November 21, 2011, 03:37:12 PM
There's something about Trained as a Unit that seemed like an attempt to get the benefits of a group-based Aspect without having to worry about getting Compelled. But would requiring a related Aspect (to define what group/Unit you were trained to work in) be too much of a hindrance? I can't see, for example, a Trained Mossad agent being able to gel with a unit of NY S.W.A.T.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on November 21, 2011, 04:45:51 PM
There's something about Trained as a Unit that seemed like an attempt to get the benefits of a group-based Aspect without having to worry about getting Compelled. But would requiring a related Aspect (to define what group/Unit you were trained to work in) be too much of a hindrance? I can't see, for example, a Trained Mossad agent being able to gel with a unit of NY S.W.A.T.

I imagine any gm could just say no in that situation what I am a little dubious about is what the stunts effect actually is if two people are trying to kill the same opponent with a groovy combo attack would this stunt boost their rolls (powerful but between the two players it cost 2 refresh) or would it only boost rolls for when people are laying aspects for allies to tag if that is the case why do both pc need the stunt when only one player has to roll for the aspect, or is it getting a +2 when ever tagging a teamwork aspects on top of the tag itself which again would be quite good but cost at least 2 refresh between players .   
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 21, 2011, 08:18:30 PM
Trained as a unit is a way to get Pack instincts without being a pack of wolves.  I see it's purpose and I like it.  however, my group is playing a group of war veterans and friends.  That stunt is OP for us.  Even if it only increases by +1 instead of +2.  I like the idea don't get me wrong.  It seems strong this way, but might be too weak if it only applies to maneuvers or teamwork.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 21, 2011, 09:09:46 PM
@computerking:

You seem to have two problems here.

Not sure what the first one, about the benefits of an aspect without the drawbacks, actually is. Please explain.

As for the second one, about how not everyone with this stunt should work together well, I thought of that. Generally speaking, all stunts should be named and flavoured according to the character who has them. So the "Trained As A Unit" stunt of a member of one unit won't be the same as that of a member of another unit. So they won't work together.

I suppose that that wasn't clear. Will edit.

@ways and means:

I'm sorry, the meaning of your post has escaped me. Please clarify.

@Silverblaze:

It's explicitly limited to maneuvers.

Are you talking about the old version here?
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 21, 2011, 09:29:23 PM
I'm talking about both versions.

One seems too strong the other seems a little too weak.

To me anyhow.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 21, 2011, 09:32:48 PM
Oh, okay.

Well, the old version is dead. As you said, it was overpowered.

Any ideas on how to make the new version more worthwhile?
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on November 21, 2011, 09:34:18 PM
Oh, okay.

Well the old version is dead. As you said, it was overpowered.

Any ideas on how to make the new version more worthwhile?

I would make the stunt give a bonus when invoking a teamwork aspects perhaps a +1 for every aspects invoked that turn (so if multiple allies with this stunt use their turn to boost one characters action all the stunts count.)

Possibly with a pre-requisite stunt that gives a +2 to teamwork maneuvers.   
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on November 21, 2011, 09:42:43 PM
I would make the stunt give a bonus when invoking a teamwork aspects perhaps a +1 if only one player needs the stunt or a +2 if both players need the stunt.
^fixed
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 21, 2011, 10:13:29 PM

Oh, okay.

Well, the old version is dead. As you said, it was overpowered.

Any ideas on how to make the new version more worthwhile?

Bolded print from quote: I think calling it dead is presumptious.  The old stunt had merit. Units should gain benefit from multiple skills.  I'd lower the benefi to a +1, in more circumstances. 

I forget the wording in the sourcebook please help me out.

Are blocks considered manuevers for purposes of stunt bonuses?

If so my idea for the stunt will alter somewhat.

Optimally characters should either have aspects related to being in the same unit or have had aspects related to being in the same unit to tkae this stunt.

Trained as a Unit: +1 to any skill for the purposes of creating or defending against mauevers,aspects, and/or blocks.  In order to gain this bonus the character must be working in tandem with another character with this stunt from the same unit.

Note: this might be overpowered, but my group doesn't use a lot of maneuvers and blocks.  I see this as a failing on our part, but as a result I can't say if +1 would really be that game breaking.


A Well Oiled Machine: Requires -  Trained As a Unit. :: some enhancement to the old stunt or apply the bonus in additional circumstances (trying to avoid out and out combat attck rolls)  [perhaps alertness (including initiative)?]
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on November 21, 2011, 10:44:37 PM
Trained as a Unit: +1 to any skill for the purposes of creating or defending against mauevers,aspects, and/or blocks.  In order to gain this bonus the character must be working in tandem with another character with this stunt from the same unit.

'aspects' should be replaced with 'assessments' to preclude attacks (which create aspects in the form of consequences) and since I don't really see how teamwork could assist with declarations
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 22, 2011, 02:36:17 AM
Warning: I'm about to ramble.

The old stunt was awful in numerous ways. It had to go.

I'm not exactly opposed to the idea of multi-skill stunts. But I'm not sure that they're possible by the RAW.

If they are, they should take a significant hit to power in exchange for their extreme broadness.

I would expect a unit to take multiple stunts if they wanted to benefit from their exceptional teamwork with multiple skills.

I can't think of any reason for blocks to be considered maneuvers for the purposes of stunt bonuses.

I don't think that a stunt should raise the invocation bonus, because that will frequently create a bonus greater than the normal limit of +1.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on November 22, 2011, 03:09:13 AM
I like game balance...a lot.  However, I'm not sure there is a fair way to make a stunt like trained as a unit work, and have balance.  Therefore I'll stay out of this one and use it in games I am in as i see fit.
Title: Re: Cleaning Up The Stunt List
Post by: Gatts on November 22, 2011, 02:38:21 PM
One Big Lie: Tell a lie long enough and you begin to believe it. Pick a statement that isn't true. Add two to your Deceit skill when using it to convince someone that that statement is true. Reduce the bonus provided by this stunt to one when it applies to a social or mental attack.

A question for this one, actually. Isn't one lie rather specific for a +2 bonus?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 22, 2011, 05:53:20 PM
I strongly considered letting it give +2 to attacks as compensation for narrowness.

But I decided to err on the side of caution because some lies get told over and over again.

"No sir, it's just a weather balloon. There is no such thing as magic."
Title: Re: Cleaning Up The Stunt List
Post by: Anher on November 23, 2011, 03:50:14 AM
Quote
One Big Lie: Tell a lie long enough and you begin to believe it. Pick a statement that isn't true. Add two to your Deceit skill when using it to convince someone that that statement is true. Reduce the bonus provided by this stunt to one when it applies to a social or mental attack.

I see an issue here... Deceit is one of the key Social Attack and Defense Skills... in fact two of the trappings where this would be extremely useful are essentially social conflict, which in turn lead to Social attacks.

I can see where it's useful for the Misdirection Trapping, but this really seems to be aimed at the Falsehood & Deception trapping. So, maybe a +2 to the result of a successful Social Attack when repeating a well worn lie would be a way to cover that.

Or maybe make that application a different stunt.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 23, 2011, 04:09:00 AM
I am sorry, the meaning of your post escapes me. Could you please explain further?
Title: Re: Cleaning Up The Stunt List
Post by: Anher on November 23, 2011, 06:37:54 AM
It just seems that the reduction when using Deceit for Social Attacks feels out of place given the way it's worded, at least from what I'm seeing.

What it looks like is the stunt gives you a bonus to convince someone to ignore what's going on by telling them something that's been repeated in the media before. To me that's straight off the Misdirection trapping, which makes it seem like a Social Attack. Which is why I suggested a potential +2 to the result of a successful Social Attack with Deceit.

Though I could be off in my interpretation of what you had envisioned.

Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 23, 2011, 07:03:59 AM
Nah, it doesn't necessarily have anything to do with the media. That's just one example.

Other possible lies:

-I am a heterosexual woman.
-I am not an undercover policeman.
-Queen Mab is your friend.
-The moon is not real; it's a hologram.

And attacks are only part of what it's good for. It can also be used for maneuvers, Declarations, non-conflict rolls, defense rolls, and blocks.

So I don't think it'd be a good idea to make it into a weapon rating booster. Too much functionality would be lost.
Title: Re: Cleaning Up The Stunt List
Post by: CottbusFiles on November 23, 2011, 10:12:02 AM
I was thinking about that one, what do you think:

Mind of Steel : You learned through hard lessons to live with pictures you get from your sight. Get +2 to defend against attacks from the images you are seeing.
Title: Re: Cleaning Up The Stunt List
Post by: Anher on November 23, 2011, 02:53:24 PM
@Scantaphrax: Well, it just seems odd for it to have reduced effectiveness for attacks when there is a stunt under Deceit that gives a flat +2 to attempts to convince people what you're saying is true if you incorperate some of the truth.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on November 23, 2011, 04:13:13 PM
@Scantaphrax: Well, it just seems odd for it to have reduced effectiveness for attacks when there is a stunt under Deceit that gives a flat +2 to attempts to convince people what you're saying is true if you incorperate some of the truth.


This is a balance issue area which has already been discussed but it basically comes down too do you think the stunt guidelines for attack trapping stunts apply equally to social combat as they do to physical combat or do you think because nearly all the example of canon social stunts in your story seem to ignore this rule (infuriate, honest lies etc) that the combat trapping stunt guidelines were meant for physical attacks only and that stunts for social combat are more open (because of the lack of social weaponry).  Personally I go with the your story examples as a template but I know Sanctaphrax goes with the interpretation that all the stunt guidelines apply equally to all types of conflict which I suppose means he rejects some of the stunts in your story. Mind you neither my opinion nor his really matter this is defiantly a case of gm digression and how s/he wants to run the game.   
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 23, 2011, 06:52:39 PM
What ways and means said.

What it comes down to is that the rules and the canonical examples contradict each other.

I side with the rules. ways and means sides with the examples.

Every stunt on the new stunt list that is affected by this controversy will be marked with ** so that folks like ways and means will know that they should alter them for their games.

Not sure if that's a perfect solution, but it's the best one I could think of that didn't involve writing everything twice.
Title: Re: Cleaning Up The Stunt List
Post by: Anher on November 23, 2011, 11:35:04 PM
I can understand that, like I said it just struck me as odd and even looking at the rules and examples last night I couldn't seem to make the wording you've used for that fit for effect, though I may not have done as much looking as I could have.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 24, 2011, 05:37:32 AM
@CottbusFiles: Sorry, I didn't mean to ignore you. Here's what I meant to say earlier: this isn't really the place for new stunts. this (http://www.jimbutcheronline.com/bb/index.php/topic,21213.0.html) is.

@Anher: I'm sorry, once again I have failed to extract the meaning from your post. Please explain.
Title: Re: Cleaning Up The Stunt List
Post by: Anher on November 24, 2011, 06:13:51 PM
I'll try.

The interpretation bit is completely understandable since that's personal preference.

What I was trying to say about the effect of the stunt is that I couldn't find any that worked exactly like that. I've seen straight +2 stunts and stunts that are +1 on a broad subject with an additional +1 to a narrower focus for a total of +2. The only things I've seen that become less effective are armor or attacks vs specific armor. That had me a bit puzzled on why you worded the stunt the way you have.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 24, 2011, 08:17:37 PM
True, it isn't all that similar to any canon example.

But what's the problem with that?

This is the best way I could think of to word the stunt.
Title: Re: Cleaning Up The Stunt List
Post by: Anher on November 24, 2011, 10:22:08 PM
There's nothing wrong with it. I was simply trying to reconcile it with examples from YS and having no luck.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 27, 2011, 07:31:41 AM
Edited new Trained As A Unit for clarity.

Now for purple Driving, Empathy, and Endurance stunts:

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.

This one is a bit lame. However, I don't see any way to make it better. So it'll stay the same unless I hear a good suggestion.

Tough as Nails: You don’t seem to feel pain the way normal people do. When an opponent tags or invokes one of your consequences in a physical conflict they only receive +1 to their roll. If they choose to reroll, you may lock down one of his dice and leave him only 3 to reroll.

The canon stunt that this is based off of only works against attacks. I think that this should have the same restriction. New version:

Tough as Nails: You don’t seem to feel pain the way normal people do. When an opponent tags or invokes one of your consequences when attacking you in a physical conflict they only receive +1 to their roll. If they choose to reroll, you may lock down one of his dice and leave them only 3 to reroll.

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.

This isn't terrible, but I like it better as an Athletics defense stunt and it makes more sense that way to boot. New version:

Spell Resistance: You're quite good at surviving magical aggression. Add two to your Athletics skill when using it to defend against Evocation effects.

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

Should only grant mental consequences. New version:

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

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.

As discussed before, this needs a restriction. It now has one:

Was That Supposed To Hurt?: You are TOUGH. You don't avoid attacks, you just take them right. You may use your Endurance skill to defend against any physical attack that could plausibly strike you without inflicting a significant injury.

Any objections?
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on November 27, 2011, 07:56:19 AM
Spell Resistance should probably be reworked to include attacks which cannot reasonably defended against via athletics (there are several examples of such in YS, and the fluff provided would not exclude them from the bonus) as well as attacks from enchanted items and thaumaturgic rituals.
Either that, or rework the fluff such that the restricted nature of the stunt makes sense (and even then, it seems a little too restricted to me).
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 27, 2011, 09:41:07 PM
Good point.

But I think that attacks that bypass Athletics should bypass this stunt. Because, well, it's an Athletics stunt. It's unfair, but that's kind of unavoidable when you're bypassing Athletics.

New version:

Spell Resistance: You're quite good at surviving magical aggression. Add two to your Athletics skill when using it to defend against spellcasting. (Enchanted items are a form of spellcasting.)
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on November 27, 2011, 11:51:34 PM
It's only an athletics stunt because '[you] like it better that way'.  Not exactly terribly sound reasoning.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 28, 2011, 10:03:50 PM
That's the thing.

If it's a defense stunt, then it's limited to one skill. If it's an armour stunt, then it can be universal.

I guess you preferred the old version.

Eh, there's no reason that the two versions can't coexist. I think I'll rename the new version though, and maybe I'll move the old version to Lore for flavour reasons.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on November 28, 2011, 10:14:15 PM
Might I recommend stealing the fluff/name of D&D3.5's alternate class feature for rogues and barbarians 'Spell Sense' for your +athletics version?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 28, 2011, 10:18:45 PM
Name sounds good.

What's the fluff?
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on November 28, 2011, 10:23:08 PM
Exposure to and training against spellcasters having developed a nearly preturnatural awareness of danger from magical attacks, the character can react to that danger sooner and more effectively.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on November 28, 2011, 10:38:05 PM
Sounds good. Will edit.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 02, 2011, 11:29:58 PM
Lore:

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

Athletics:

Spell Sense: Through exposure to and training against spellcasters you have developed a nearly preternatural awareness of danger from magical attacks. As such, you can react to that danger sooner and more effectively. Add two to your Athletics skill when using it to defend against spellcasting (including enchanted items).
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on December 02, 2011, 11:53:51 PM
Spell Resistance could use a language clean-up and tweak.
'You have an armour value of 1 against all stress originating from direct applications of magic.  This armour stacks with all other sources of armour that may be effective against a magical attack.'

(there should probably also be similar if not identical effects available in Conviction and/or Endurance to represent passive resilience to magic, rather than taking steps to 'mitigate' the effects)
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 03, 2011, 12:24:29 AM
I have received the impression that a fireball is identical to mundane fire once it has been cast. As such, passive resilience to magic strikes me as impossible without magic.

Whether this is true or not, I don't think it's worth the controversy to add such a stunt to the list.

Will use that rewording.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 11, 2011, 12:44:32 AM
I just thought of a new way to make Was That Supposed To Hurt? I think it's really promising.

Shrug It Off: You don't bother to dodge; you don't need to. When you are attacked in a physical conflict, you may choose to defend at an effective skill of Mediocre. If you do so, roll your Endurance skill and gain armour against that attack equal to the result. Armour from this stunt stacks with all other forms of armour.

I'm actually quite happy with this. If nobody shoots it down, I'll stick it on the list next to Was That Supposed To Hurt?

In other words, shoot this down if it bothers you.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on December 11, 2011, 12:49:41 AM
I'd suggest replacing 'effective skill' with 'effort' (ie. treat the end result rather than the pre-roll & FP expenditure result as 0).
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 11, 2011, 12:56:07 AM
I was going to do that...but I didn't want it to be even theoretically possible for this to increase your defence roll.

Eh, that was kind of a silly worry in retrospect. I'll do that.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on December 11, 2011, 03:47:55 AM
I think effective skill makes more sense than effort not even ambushes reduce your entire roll to zero you have to leave in the luck and fate point modifiers. Its pretty weak as a stunt given that it is twice as easy to increase weapons rating as it is too increase armor but if you want to create a nurfed Endurance defense it works.

Oh I also realized that the replace the athletics dodge trapping stunts are probably a lot weaker than a stunt that gives athletics an attack function because weapons and fist are just an attack skill and a weakened defense skill so if you give athletics an attack skill you can bypass any offensive skill entirely and still have an epic movement skill and a better defense with your attacks and as athletics is your speed skill all said stunt will actually makes sense. 
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 11, 2011, 04:35:25 AM
Good points.

Bah, I dunno. Skill, effort...maybe I'll just be vague. "Defends at Mediocre" would satisfy both readings.

And yes, attacking with Athletics is pretty powerful. One has to be careful with attack stunts, just as one does with defense stunts.

PS: Shrug It Off actually isn't just a nerf. It has the notable benefit of working against ambushes. And unlike other defense stunts, it never outright fails on you.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on December 11, 2011, 04:46:32 AM
I think effective skill makes more sense than effort not even ambushes reduce your entire roll to zero you have to leave in the luck and fate point modifiers. Its pretty weak as a stunt given that it is twice as easy to increase weapons rating as it is too increase armor but if you want to create a nurfed Endurance defense it works.

A more accurate description might not be that you are 'reducing your entire roll to zero' but that you are changing the results of the roll.


weapons and fist are just an attack skill and a weakened defense skill

Both Weapons and Guns also serve as knowledge skills.
And Fists is arguably the weakest inherently-combat-relevant skill in the system, and as such, not a good comparison.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 20, 2011, 03:41:42 AM
Alright, now for Fists stunts.

Competition Fighting actually looks alright to me. Not sure why it's purple. I guess maybe I should define what a real fight is? I like the idea that someone with this fight could have trouble when a competition match becomes too real. But I think that the current wording handles that...any suggestions?

Storm Of Punches ought to be a spray attack stunt. The zone attack thing was a bad idea, in retrospect. Should have been a power, and now it is.

New version:

Storm Of Punches: A great warrior fights as well against a thousand enemies as he does against one. You may make spray attacks with your Fists skill.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 21, 2011, 03:57:43 AM
There's only one purple Guns stunt. It's called Master Of The Lasso. And it really shouldn't be a Guns stunt. I'm kicking it over to Weapons. I'll rewrite it further when I get to that skill.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on December 21, 2011, 04:17:41 AM
I am unconvinced that the ability to make spray attacks is worth a whole stunt, particularly in Fists, with its low weapon rating.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 21, 2011, 05:26:03 AM
Well, nobody says you have to take it.

But Storm Of Punches compares very favourably to Blaze Away and Wall Of Death (which are both canonical), so I'm not inclined to buff it.

I suspect that your issue may have more to do with your problems with Fists as a skill than with this stunt.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on December 21, 2011, 06:44:59 AM
Well, nobody says you have to take it.

But Storm Of Punches compares very favourably to Blaze Away and Wall Of Death (which are both canonical), so I'm not inclined to buff it.

I suspect that your issue may have more to do with your problems with Fists as a skill than with this stunt.

How balanced would you consider a stunt that gave Athletics' dodge trapping to, say, Scholarship to be?  Or Resources?
Would you rate that stunt's power on par with Footwork?
Or would you analyze the power of the stunt within the context of the skill it applies to?

Both Weapons and Guns attacks almost always have a weapons rating (only even effectively not having a weapons rating when the target's armour meets or exceeds the actual weapons rating, or when dealing with 'special attacks' like tazers).
Fists attacks default to having a weapon rating of 0.

Spray attacks rely even more heavily on weapon rating to inflict stress than do normal attacks.

Spray attacks made with Fists, then, are, by default, less powerful than those made with Weapons or Guns, even more so than is true for non-spray attacks.

As such, a stunt granting spray attacks is less valuable for fists than it would be for weapons or guns.
Title: Re: Cleaning Up The Stunt List
Post by: computerking on December 21, 2011, 10:38:36 AM
Fists attacks default to having a weapon rating of 0.
Unless modified by Claws, a Strength power, or Natural Weaponry...
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on December 21, 2011, 07:33:10 PM
Unless modified by Claws, a Strength power, or Natural Weaponry...

The presence of those two powers (because Natural Weaponry is designed so as to include Claws) is not default.
Strength powers equally modify Weapons attacks.
The presence of Claws bumps Fists attacks up to something resembling a standard Weapons attack (rather than a weak or strong one.
If we are to assume that the Fists user has spent additional refresh enhancing his attack capabilities we should also, in order to retain a fair comparison, make the same assumption of the Weapons user, likely represented by True Aim or a similarly strong stunt/power.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 22, 2011, 04:12:33 AM
I realize that spray attacks are kinda weak. I'm not really a fan of them.

And Fists generally has lower weapon ratings than Weapons or Guns. (0-1 and occasionally 2 instead of 1-3 and occasionally 4.)

But Storm Of Punches has significant advantages over its sister stunts. Wall Of Death is limited to a single melee weapon and Blaze Away does nothing more than a submachine gun does.

I feel that those advantages more than make up for the lack of synergy with the skill.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 30, 2011, 08:48:36 AM
Apart from Imposing Attitude (which only needs a minor adjustment), every single stunt here is a casualty of the new "only +1 to social attacks" policy. So I'm not going to give reasons for individual changes.

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).

Scare 'em Straight: You are a an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add one to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).

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

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

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.

And Your Little Dog Too: People who shrug off the most brutal threats against themselves will often fold when their loved ones are threatened. When you make an Intimidation attack in which you threaten to harm someone other than the target of the attack, you inflict two additional stress.

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.

Scary Reputation: It’s at lot easier to scare someone if they’re already scared of your reputation. Use your Intimidation skill plus one to make Declarations about the terrible things people think you've done.

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.

This one is boring and deserves oblivion.

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.

Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for the social defence trapping of Rapport.

Threats Of Violence: Fear and pain: they’re like best buddies. You always try to keep them together. Add two to your Intimidation skill when targeting someone who you have physically harmed recently.

Threats Of Violence: Fear and pain: they’re like best buddies. You always try to keep them together. Your Intimidation attacks inflict two additional stress to people that you have physically harmed recently.

Mesmerizing Gaze: Something about your eyes is frightening to people. Perhaps it's something similar to the effect behind a wizard's soulgaze. Add two to your Intimidation skill when able to force prolonged eye contact with your target.

Mesmerizing Gaze: Something about your eyes is frightening to people. Perhaps it's something similar to the effect behind a wizard's soulgaze. Add two to your Intimidation skill when using it to place aspects on other characters as long as you can make eye contact with your target.

I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. Add two to your Intimidation skill when you have subordinates present.

I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. You may treat your minions as weapon 2 for Intimidation attacks.

Stirrer: You are very good at stirring up conflict amongst other people. Add to two to your intimidate skill when attempting to get one person angry with another.

Stirrer: You are very good at stirring up conflict amongst other people. Add to one to your Intimidation skill when attempting to get one person angry with another.

As always, comments and complaints are appreciated.
Title: Re: Cleaning Up The Stunt List
Post by: polkaneverdies on December 30, 2011, 02:49:58 PM
I think the good cop and bad cop stunts should be an exception to the standard +1 rules. My reasoning being not only is there a prerequisite stunt, but it is on a different characters sheet.  That is a pretty major limiting factor.

 Externalized power is a big enough issue to grant the iop rebate.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on December 30, 2011, 09:19:04 PM
The 'place aspects' wording of Mesmerizing Gaze is as troublesome here as it is anywhere else.
ie. it includes pretty much everything other than blocks

Various of these stunts seem to add not only +1 to attack trappings (under suitable restrictions) but to all other trappings that fit the same criteria.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on December 30, 2011, 09:58:54 PM
I think the good cop and bad cop stunts should be an exception to the standard +1 rules. My reasoning being not only is there a prerequisite stunt, but it is on a different characters sheet.  That is a pretty major limiting factor.

 Externalized power is a big enough issue to grant the iop rebate.

I actually played a police officer who had a partner.  We still didn't take the stunt since to make it function both of us had to spend a point of refresh.  It also didn't do enough to merit the refresh point.  Where as one cop can just put a menuever on the target to help his partner...for FREE.
Title: Re: Cleaning Up The Stunt List
Post by: polkaneverdies on December 30, 2011, 10:15:08 PM
A fair point, but not as helpful against a real hard case since many of those maneuvers would be resisted.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on December 31, 2011, 04:29:36 AM
About Mesmerizing Gaze: Good catch. It's only supposed to apply to maneuvers. Will fix.

About various stunts: Yeah, I know. A blanket +1 pushes the envelope a little...still not sure if it's too much. But since I was in the process of reducing the stunts' power greatly I figured I might as well err on the side of too strong.

About Bad Cop: Unlike a maneuver, this does not take an action. The old version was like a free maneuver every single time you acted. Still, new version might be a bit weak. Any suggestions for beefing it up?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on January 03, 2012, 07:03:34 AM
Idea for souped-up Bad Cop: in addition to the +2 to maneuvers that help the Good Cop, inflict +2 stress when tagging or invoking an aspect created by the Good Cop.

Thoughts?
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on January 03, 2012, 07:13:55 AM
Limit it to (probably one of) either social or mental stress tracks and it might be reasonable.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on January 03, 2012, 06:34:24 PM
I think something we may be forgetting about these stunts: Usually when a interrogation takes place...you have a captive audience.  Unless time is an issue (which it usually is [ but you sometimes have days rather than hours to get info]) enough time spent interrogating can indeed supply the information.  Therefore, I see one more option.  The stunts could decrease the time it takes to collect the information.

  I also think since the more time you have the more time you have to keep trying free manuevers, the more obsolete the stunt seems to me.  Since it comes with the downside of needing another stunt another person has - it can likely be statted to be a little less balanced with other stunts.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on January 03, 2012, 09:49:27 PM
No matter how many maneuvers you can make, a bonus is always good.

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

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

Anyway, with that I think I'm just about done the second list post. Will compile the revisions shortly.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on January 05, 2012, 07:40:31 AM
Discipline:

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

Driving:

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

Empathy:

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

Endurance:

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

Fists:

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

Guns:

Trained As A Unit: You were trained alongside the rest of your unit, and now that unit is like a single organism. Add two to your Guns skill when using it to make a maneuver while working together with at least one other character who has this stunt for the same unit as you. (A similar stunt could exist in many other skills.)
Team Player: You have been extensively trained to work together with others. Add two to your Guns skill when using it to make a maneuver to grant an aspect to an ally of yours. (A similar stunt could exist in many other skills.)
Killer Of Animals: Guns aren't for killing people: they're for killing animals. All of your attacks with guns inflict two additional stress to mundane animals.
Long-Range Combat: You're most comfortable when your enemies are a ways away. Add 1 to your guns skill when using it to attack a character at least 2 zones away.
Killer of Many: You have killed a lot of people, but not so many monsters. All of your attacks with Guns inflict two additional stress to Pure Mortals.
Empty Mag Empty Room: (Requires Blaze Away) Sometimes you just have to fire every bullet you have. When you attack with a gun, you may choose to fire every bullet in your gun at once. If you do, each attack you make that exchange gets a +1 bonus.
Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms. Add 1 to the stress inflicted by each attack you make with a gun that you either made or modified heavily.
Personal Arsenal: You own a great number of weapons, and you get new ones all the time. Use your Guns skill instead of your Resources skill when dealing with weaponry.
Scope User: You know how to use a scope. Add two to your Guns skill when using it to make manoeuvres related to aiming while using a scope or laser sight.
Ammo Selection: There are a lot of different types of bullet in the world, and each of them is suitable for a different situation. Given the chance to select and use ammunition appropriate to the situation, all of your attacks with Guns inflict two additional stress.
Sea Urchin Launcher Wielder: You are proficient in the use of the weapons of the Fomor people who live beneath the sea. Add one to your Guns skill when using it to attack with Fomor weapons.
This... Is My BOOMSTICK!: Somehow, talking like an action hero helps you shoot like one. Add one to your Guns skill when attacking with a shotgun, provided you can incorporate a cheesy one-liner in the combat.
Talking With Guns: A guy with a gun and the skill to use it is always scary, even if he's got no charisma at all. You may use your Guns skill instead of your Intimidation skill when threatening someone with a gun.

Intimidation:

Scare 'em Straight: You are a an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add one to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).**
Bad Cop: Cruelty is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Good Cop stunt, add two to your Intimidation skill. In addition, your social Intimidation attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Good Cop stunt as you make them.**
And Your Little Dog Too: People who shrug off the most brutal threats against themselves will often fold when their loved ones are threatened. When you make an Intimidation attack in which you threaten to harm someone other than the target of the attack, you inflict two additional stress.**
Rorschach-Style Information Gathering: You don't ask nicely when there's stuff you need to know. You may use Intimidation for the Gathering Information trapping of Contacts.
Scary Reputation: It’s at lot easier to scare someone if they’re already scared of your reputation. Use your Intimidation skill plus one to make Declarations about the terrible things people think you've done.
Polite Threats: (Requires Subtle Menace) It takes a special kind of person to make a death threat at a tea party. You are that special kind of person. You may use Intimidation without being rude or directly threatening someone.
I Find Your Lack Of Faith Disturbing: Really dedicated people are kind of scary. Add one to your Intimidation skill when using it against someone whose Conviction skill is lower than yours.**
Torturer: You have the complete lack of mercy that is needed to torture someone properly. You may use your Intimidation skill to inflict mental stress as long as your target is entirely within your power.
Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for the social defence trapping of Rapport.
Threats Of Violence: Fear and pain: they’re like best buddies. You always try to keep them together. Your Intimidation attacks inflict two additional stress to people that you have physically harmed recently.**
Mesmerizing Gaze: Something about your eyes is frightening to people. Perhaps it's something similar to the effect behind a wizard's soulgaze. Add two to your Intimidation skill when using it to place an aspect on another character with maneuver as long as you can make eye contact with your target.**
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. You may treat your minions as weapon 2 for Intimidation attacks.**
Stirrer: You are very good at stirring up conflict amongst other people. Add to one to your Intimidation skill when using it to get one person angry with another.**
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on January 05, 2012, 07:45:09 AM
And now some stunt for skills not on the current list post:

Lore:

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

Athletics:

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

Weapons:

Master Of The Lasso: (Require Lasso) You are very good at using a lasso. You may use your Guns, Might, or Weapons skill with a +1 bonus to wield a lasso.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on January 31, 2012, 03:01:33 AM
Discipline:

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

Driving:

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

Empathy:

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

Endurance:

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

Fists:

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

Guns:

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

Intimidation:

Scare 'em Straight: You are a an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add one to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).**
Bad Cop: Cruelty is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Good Cop stunt, add two to your Intimidation skill. In addition, your social Intimidation attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Good Cop stunt as you make them.**
And Your Little Dog Too: People who shrug off the most brutal threats against themselves will often fold when their loved ones are threatened. When you make an Intimidation attack in which you threaten to harm someone other than the target of the attack, you inflict two additional stress.**
Rorschach-Style Information Gathering: You don't ask nicely when there's stuff you need to know. You may use your Intimidation skill for the Gathering Information trapping of the Contacts skill.
Scary Reputation: It’s at lot easier to scare someone if they’re already scared of your reputation. Use your Intimidation skill plus one to make Declarations about the terrible things people think you've done.
Polite Threats: (Requires Subtle Menace) It takes a special kind of person to make a death threat at a tea party. You are that special kind of person. You may use Intimidation without being rude or directly threatening someone.
I Find Your Lack Of Faith Disturbing: Really dedicated people are kind of scary. Add one to your Intimidation skill when using it against someone whose Conviction skill is lower than yours.**
Torturer: You have the complete lack of mercy that is needed to torture someone properly. You may use your Intimidation skill to inflict mental stress as long as your target is entirely within your power.
Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for the social defence trapping of the Rapport skill.
Threats Of Violence: Fear and pain: they’re like best buddies. You always try to keep them together. Your Intimidation attacks inflict two additional stress to people that you have physically harmed recently.**
Mesmerizing Gaze: Something about your eyes is frightening to people. Perhaps it's something similar to the effect behind a wizard's soulgaze. Add two to your Intimidation skill when using it to place an aspect on another character with a maneuver as long as you can make eye contact with your target.**
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. You may treat your minions as weapon 2 for Intimidation attacks.**
Stirrer: You are very good at stirring up conflict amongst other people. Add to one to your Intimidation skill when using it to get one person angry with another.**
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on January 31, 2012, 03:10:19 AM
There you have it; the rewritten second post of the stunt list.

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

Suggestions on how to improve them would be appreciated.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on January 31, 2012, 04:04:11 AM
I've found in the game I am playing in that kick the bruise seems very abusable, espeically if allowed s a guns or weapons stunt.  The character who for a short time used the stunt is a fists character with supernatural strength.  We ruled it to be a little strong in our game.  Just one experience with the stunt however.  ymmv
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on January 31, 2012, 11:18:53 PM
Really?

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

Could you explain further? Because I have a hard time imagining how Kick The Bruise could be a problem.
Title: Re: Cleaning Up The Stunt List
Post by: UmbraLux on January 31, 2012, 11:35:31 PM
Never used it so am not certain I have the same concerns as Silverblaze but, from reading it, it seems to double the value of every aspect used with the stunt.  Declaring something every round will get you +4 every hit...+2 from the aspect and +2 from the stunt.  As long as you're rolling the declaration it won't even cost a fate point. 

I'd suggest modifying it so the second use of the same aspect gets the bonus.  That seems to be what the flavor text is saying...hitting twice in the same spot. 
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on January 31, 2012, 11:49:49 PM
That's not how it works. It affects consequences, not things that can be declared. And it gives +2 stress, not +2 to hit.
Title: Re: Cleaning Up The Stunt List
Post by: UmbraLux on February 01, 2012, 12:10:50 AM
That's not how it works.
Ooops, misread it.   :-[

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

Reading it with consequences in mind, it looks like it simply steepens the death spiral.  While I'm not fond of that from a game point of view, I'm not sure it's over powered at all.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on February 01, 2012, 03:36:16 AM
In our game it speeds up bad guy death a lot.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 01, 2012, 05:38:52 AM
More so than other +2 stress stunts?
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on February 04, 2012, 08:03:43 PM
More so than other +2 stress stunts?

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

Also, this game DFRPG needs a rule about stunt stacking.  "What stutns are allowed to add benefits to otehr stunts and rolls?"  In theory noting stops them from being added to +2 stress stunts of other types and supernatural strength powers.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on February 04, 2012, 08:41:28 PM
seem faster.

Emphasis added.
Title: Re: Cleaning Up The Stunt List
Post by: Mr. Death on February 04, 2012, 09:13:12 PM
Isn't speeding up badguy death sort of the point in taking a stunt that lets you do +2 stress?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 05, 2012, 06:31:13 AM
YS 147-148 says pretty explicitly that stunts never stack at full strength. Strength should stack with stunts at its full strength, though. That's part of the point.

I'd like to address the apparent problem with Kick The Bruise, but I'm not sure how to do so. I can't think of a good way to weaken it and I have trouble seeing how it could be stronger than a simple +2 stress with appropriate weapon stunt.
Title: Re: Cleaning Up The Stunt List
Post by: polkaneverdies on February 05, 2012, 04:22:41 PM
It isn't stronger than others it just "seems" that way. It kicks in at a point in the fight where the bad guy has already been forced to take a consequence. Which means that he is already walking down the death spiral at an advanced clip.

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

The bad guy is going to die quickly either way because the pc is real good at slapping them around.
The pc could have spent the same 1 refresh to buy claws. Then every roll would be:
Skill weapon 6 and it wouldn't be restricted to only the times the enemies have consequences.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on February 05, 2012, 07:54:20 PM
I could see it being broken if you interpreted it as a +2 to weapons for every consequence tagged but otherwise it is just a weak +2 stunt (weak because it only kicks in at the end of a fight). 
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on February 05, 2012, 07:58:51 PM
I could see it being broken if you interpreted it as a +2 to weapons for every consequence tagged

Even then, I'm not convinced it would be overpowered.  A given NPC will only have so many consequences, and by the time they have used more than one, the fight is already likely all but over.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 06, 2012, 01:54:30 AM
The board hivemind seems to think that Kick The Bruise is fine, so I guess I'll leave it as-is unless I hear some new reason that I should not.

Now, about the last two coloured stunts:

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

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

Does anyone object to these changes? Does anyone think that they don't go far enough?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 17, 2012, 05:58:31 AM
As always, silence counts as approval.

Use Their Strength Against Them: Excessive strength can  be a disadvantage if your opponent knows how to exploit it. You may use the Might skill of another character to complement your Fists or Might skill when attacking, defending against, or grappling with that character.

becomes:

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

Throws and holds: If you aren’t careful when attacking a wrestler, you’ll end up on the ground. On a successful defence with Fists, you sacrifice your next action and tag or invoke an aspect in order to turn that defence into an immediate and automatically successful grapple attempt. You get no bonus to the grapple attempt from full defence and your target must be within range.

becomes:

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

And here's Nasty Infighter:

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

If you want to complain, please do it now.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 18, 2012, 02:20:08 AM
Discipline:

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

Driving:

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

Empathy:

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

Endurance:

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

Fists:

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

Guns:

Trained As A Unit: You were trained alongside the rest of your unit, and now that unit is like a single organism. Add two to your Guns skill when using it to make a maneuver while working together with at least one other character who has this stunt for the same unit as you. (A similar stunt could exist in many other skills.)
Team Player: You have been extensively trained to work together with others. Add two to your Guns skill when using it to make a maneuver to grant an aspect to an ally of yours. (A similar stunt could exist in many other skills.)
Killer Of Animals: Guns aren't for killing people: they're for killing animals. All attacks that you make with the Guns skill inflict two additional stress to mundane animals. (A similar stunt could exist in Fists or in Weapons.)
Long-Range Combat: You're most comfortable when your enemies are a ways away. Add one to your Guns skill when using it to attack from at least two zones away.
Killer of Many: You have killed a lot of people, but not so many monsters. All of your attacks with Guns inflict two additional stress to Pure Mortals. This stunt may be excessively broad in a game with an unusually high number of mortals, so GM discretion is advised. (A similar stunt could exist in Fists or in Weapons.)
Empty Mag Empty Room: (Requires Blaze Away) Sometimes you just have to fire every bullet you have. When you attack with a gun, you may choose to fire every bullet in your gun at once. If you do, each attack you make that exchange gets a +1 bonus.
Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms, and to make Declarations related to the modifications that you've made to your firearms. Add one to the stress inflicted by each attack you make with a gun that you either made or modified heavily.
Personal Arsenal: You own a great number of weapons, and you get new ones all the time. Use your Guns skill instead of your Resources skill when dealing with weaponry. (A similar stunt could exist in Weapons.)
Scope User: You know how to use a scope. Add two to your Guns skill when using it to make manoeuvres related to aiming while using a scope or laser sight.
Ammo Selection: There are many different types of bullet in the world, and each of them is suitable for a different situation. Given the chance to select and use ammunition appropriate to the situation, all of your attacks with Guns inflict two additional stress.
Sea Urchin Launcher Wielder: You are proficient in the use of the weapons of the Fomor people who live beneath the sea. Add one to your Guns skill when using it to attack with Fomor weapons.
This... Is My BOOMSTICK!: Somehow, talking like an action hero helps you shoot like one. Add one to your Guns skill when using it to attack with a shotgun, as long as you say a cheesy one-liner each time you attack.

Intimidation:

Scare 'em Straight: You are an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add one to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).**
Bad Cop: Cruelty is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Good Cop stunt, add two to your Intimidation skill. In addition, your social Intimidation attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Good Cop stunt as you make them.**
And Your Little Dog Too: People who shrug off the most brutal threats against themselves will often fold when their loved ones are threatened. When you make an Intimidation attack in which you threaten to harm someone other than the target of the attack, you inflict two additional stress.**
Rorschach-Style Information Gathering: You don't ask nicely when there's stuff you need to know. You may use your Intimidation skill for the Gathering Information trapping of the Contacts skill.
Scary Reputation: It’s at lot easier to scare someone if they’re already scared of your reputation. Use your Intimidation skill plus one to make Declarations about the terrible things people think you've done.
Polite Threats: (Requires Subtle Menace) It takes a special kind of person to make a death threat at a tea party. You are that special kind of person. You may use Intimidation without being rude or directly threatening someone.
I Find Your Lack Of Faith Disturbing: Really dedicated people are kind of scary. Add one to your Intimidation skill when using it to make attacks against someone whose Conviction skill is lower than yours.**
Torturer: You have the complete lack of mercy that is needed to torture someone properly. You may use your Intimidation skill to inflict mental stress as long as your target is entirely within your power.
Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for the social defence trapping of the Rapport skill.
Threats Of Violence: Fear and pain: they’re like best buddies. You always try to keep them together. Your Intimidation attacks inflict two additional stress to people that you have physically harmed recently.**
Mesmerizing Gaze: Something about your eyes is frightening to people. Perhaps it's something similar to the effect behind a wizard's soulgaze. Add two to your Intimidation skill when using it to place an aspect on another character with a maneuver as long as you can make eye contact with your target.**
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. You may treat your minions as weapon 2 for Intimidation attacks.**
Stirrer: You are very good at stirring up conflict amongst other people. Add to one to your Intimidation skill when using it to get one person angry with another.**
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 18, 2012, 02:21:58 AM
Another post up. Yay.

Made a few non-trivial edits here.

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

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

3. Killer Of Animals can now be used with bows.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 18, 2012, 04:20:36 AM
Now for the third post.

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

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

Investigation:

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

Please let out any complaints that you may have.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on February 18, 2012, 03:39:12 PM
Might it be possible to at the very least indicate where the changes were made?
Bold the changed text, or something?
It's hard enough making the comparison without having the original versions displayed conveniently.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 19, 2012, 02:07:22 AM
It's too late to track changes properly, but I can at least post the original version.

Investigation:

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

This round of changes was honestly really trivial, hence me not bothering with proper tracking. I basically just messed with the wording a little, added a *, and inserted a missing prereq.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 19, 2012, 05:42:46 AM
I feel like writing right now, so I'm going to get started on the fourth post.

Lore:

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

Might:

Heavy Object Swing: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as melee weapons.
Heavy Object Throw: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as throwing weapons.
Clever Wrestling: You've wrestled against incredibly strong things before and you know how to handle it. When in a grapple with something that has a strength power, halve their power bonus to might and round down.
Power Over Finesse: Your unarmed attacks rely on brute strength rather than on clever technique. Use Might to Attack unarmed.
Chain-Grab: It takes a lot of skill, but it is possible to wrestle two people at once. You may use the rules for spray attacks when grappling.
Master Grappler: (Requires Wrestler) As a result of long training, some actions in a grapple have become instinctive to you. Pick one of the supplemental actions that you may take while grappling. You suffer no penalty for taking that action in a grapple.
Built Like An Ox: You are a solid block of muscle, and that lets you take a lot of punishment. Use your Might skill to determine the length of your physical stress track.

Performance:

Artist: You are an artist, obviously. Pick a genre and a medium. You get a +1 bonus to Performance that for each.
The Complete Performer: An artist needs skills beyond just making art if he wants to be great. Fortunately, you have them. Add two to any skill being used to modify Performance.
Spellsinger: Music is magic, at least for you. You may use your Performance skill for spellcasting control.
Song Of Emotion: Your art has a real impact on the emotions of those who hear it. You may use your Performance skill for the Incite Emotion power.
Playing To Expectations: Being a good actor requires being a good liar. You may use Performance, rather than Deceit, for the Falsehood & Deception trapping.
Jester: You are a comedian. +2 to Performance when using it to make jokes and generally be funny.
Mixed Drinks: Some people paint paintings. Some people carve sculptures. You mix cocktails. Add two to your Performance skill when using it to make alcoholic drinks.
Target Audience: You know your audience. Pick a type of being. When playing to beings of that type, add two to your Performance skill.
Cult Following: (Requires Target Audience) You’ve got the kind of fans that most artists would kill for, and that some are killed by. When dealing with beings within your target audience, you may substitute your Performance skill for your Contacts skill.
Method Actor: A good actor can slip into his role so completely that his original self is consumed. Pick a type of being. You may use your Performance skill instead of your Deceit skill to impersonate that type of being. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
Acting Scary: (Requires Method Actor) Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, you may substitute your Performance skill for your Intimidation skill.
Favourite Subject Matter: You know one subject and you know it really well. Pick a topic. When producing art that pertains to that topic, add two to your Performance skill.
Building Upon The Mood: You know how to use the local ambience to maximum effect.  Any non-attack roll that you make in which an aspect that you created with your Performance skill is tagged or invoked gets a +2 bonus.
Artistic Spirit: You might not actually be much of an artist, but you could have been a great one if your life had gone differently. Your Performance skill is considered to be Fantastic whenever it would complement, restrict, or otherwise modify another skill.

Presence:

Famous: You are very well known. Increase your Presence skill by 2 when using it to determine your reputation.
In Control: People instinctively wait for you to say your piece. You may use Presence instead of Empathy to determine social initiative.
Encouraging Leadership: People feel braver with your support. When leading a group in a social situation you may have your Presence skill complement that of your group.
Authority Figure: You are in charge. Add two to your Presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).
Force Of Personality: Force of will and force of personality aren't really all that different. Use your Presence skill to determine your mental stress track.
Excellent Speaker: Public speaking is an everyday thing to you. Increase whatever skill you use to make speeches by one and don't reduce it if your Performance skill is lower.
Trainer Of The Unit: You can control people better because you trained them. Increase all social skills by two when using them on a character with the Trained As A Unit stunt. This bonus stacks with the one provided by Trained As A Unit.
Stubborn: You don’t give up on an argument easily. You may take 1 additional mild social consequence.
Spin Doctor: You are an expert in social damage control. You may take 2 additional mild social consequences as long as you have an audience.
Pretty Fly For A Dead Guy: It’s not easy to pull of the “decomposing carcass” look, but you manage it somehow. Ignore two shifts worth of social penalties from Living Dead.
Regal Attitude: You understand how to be powerful, which is much more difficult than it sounds. As long as you are in a position of obvious power, add one to your Presence and Intimidation skills.
The Opinions Of Your Sort Are Irrelevant to Me: You just don’t really care about what certain beings have to say. Pick a type of being. You have armour: 1 against social attacks from that type of being.
Respect The Power: You have an inherent advantage in social conflict because of your personal power. When dealing with people who have exceptional reason to respect your authority (like cult members for a cult leader or bureaucrats for a politician) add one to all of your social skills.
Protected By Prejudice: The preconceptions of others make it difficult for them to act against you socially. Choose a common (but not universal) prejudice, like “the elderly should be treated with respect”. As long as that prejudice applies, you have armour 1 against all social attacks. This bonus stacks with other sources of social armour.
Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add one to all of your social skills when at work.
Social Weaponry: The right gear can make a lousy point seem brilliant. Pick an item and a social skill. As long as you possess that item, all social attack that use that skill inflict two additional stress. Don't pick a pair that makes no sense, please.
Welcome To My World: In your domain, you are more confident and people treat you better. Pick a place. Add one to all of your social skills when in that place.
Bolstered Presence: A person with some minions is always more powerful-seeming than someone with none. Add two to your Presence skill as long as you have some subordinates around.
Presence Of The Alpha: You look exactly the way an alpha male should. Add two to your Presence skill when using your physical appearance to impress people.
Animal Magnetism: Your natural charisma and confidence carry over to the animal kingdom. You may use your Presence skill for the Animal Handling trapping of Survival.
Minions, Attack!: (Requires Minions) You might not be good at fighting people, but you sure know how to point at a target. This stunt allows you to treat your minions as weapons rather than as independent characters. Minions are wielded with the Presence skill. The weapon rating, range, and other traits of a group of minions depends on their numbers, quality, and equipment.[/b]
Minions, Defend! (Requires Minions, Attack!) Your loyal minions defend you capably. As long as you have minions present, you may use your Presence skill to defend against physical attacks.
Coordinated Attack (Requires Minions, Attack!) Your expert leadership helps your minions hit their targets. Add one to your Presence skill when using it to attack with your minions.
Morale Boost (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions.
Human Wall (Requires Minions, Defend!) As long as your minions are around, you're safe. Even in the center of a battlefield. Add two to your Presence skill when using it to defend against physical attacks.
I Do What I Want: You don't take no orders from nobody. You have social armour 1 against social attacks phrased as commands.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Presence. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Presence skill.

Rapport:

Blank Face: Your facial expression doesn't reveal anything. Increase your Rapport skill by 2 when using it to defend against an Empathy "read".
Everybody's Buddy: People like you. Use Rapport instead of Contacts for the Knowing People or Gather Information trappings.
Poker Face: You are an absolute master of politely revealing nothing. When Closing Down, your intentions aren't obvious until your opponent beats your Rapport.
Good Cop: Kindness is more effective when given a basis for comparison. When working together with someone who has the Bad Cop stunt, add two to your Rapport skill.
My Crowd Likes Me: You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Increase your Rapport skill by two when dealing with that type of being.
Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when there's money at stake.
Suave: You are gifted at talking your way past people – you may use Rapport for the Brush-Off trapping instead of Intimidation. Rapport-based Brush-Off attempts give the target with more of a "starstruck" attitude than "intimidated."
Redirected Conversation: You argue the way a judoka fights. When you successfully defend against a social attack with Rapport, you may sacrifice your next action to place a temporary aspect on the attacker.
Pitiful: Man, I feel sorry for you. Add two to your Rapport skill when making maneuvers to create aspects based off of pity.
Interviewer: You have been trained to ask effective questions. Add two to your Rapport skill when using it to extract information.

Resources:

Wealth Beyond Imagination: You're not just wealthy, you're RICH. Add two to your Resources skill when using it to buy things that an ordinary person would consider too expensive to buy.
Licenses for Everything: You have a licence, real or fake, to own everything under the sun. If the difficulty of the Resources roll made to acquire something would be increased due to legal restrictions you may ignore up to 2 shifts worth of increased difficulty.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. If the difficulty of the Resources roll made to acquire something would be increased due to item rarity you may ignore up to 2 shifts worth of increased difficulty.
Prized Possession: You own something well above your income level. You may select a single item with a value up to your Resources skill +2 and add it to your starting gear.
Access Pass: You have access to excellent scientific facilities as part of your job. You can use, but do not own, a library and workspace of Superb quality.
My Wallet Has A Lot To Say: You know how to use your money socially. Add two to your Resources skill when using the Money Talks trapping.
Professional Gambler: Your funds at a given time are determined by chance more than anything else. Whenever you roll Resources, flip a coin. If heads, add two to your roll.
Arsenal: You have access to an impressive supply of weaponry. Resources checks made to obtain weaponry get a two shift bonus.
Improved Arsenal: (Requires Arsenal) You have access to an armoury better than that of some national armies. Ignore all legal restrictions when purchasing weaponry.
Money Talks: For some bizarre reason, everyone wants to talk to the guy who hands out money. Use Resources instead of Contacts for Gathering Information.
Treasure: Your resources are rather old-fashioned: where most people have stocks and bonds, you have gold and jewels. Add two to your Resources skill when using it to buy or already own gold, jewels, and other such things.
Sponsored Resources: You have a powerful patron who will sometimes let you borrow money and goods. When you take this stunt, select an entity or organization of great wealth to be your sponsor. Once per session, you may add four to your Resources skill for a single roll as long as that roll somehow benefits the agenda of your sponsor. If you do, you take a point of sponsor debt as if you had used Sponsored Magic.
Glitterati: Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 19, 2012, 07:29:00 AM
Let's start with the purple Lore, Might, and Performance stunts.

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

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

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

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

As discussed before, I'm changing this to:

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

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

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

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

Oh, and in other news, I forgot a planned edit to Way Of The Gun. Will make said edit later.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 19, 2012, 08:52:07 PM
Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms. Add 1 to the stress inflicted by each attack you make with a gun that you either made or modified heavily.

As per Selrach's suggestion, this becomes:

Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms, and to make Declarations related to the modifications that you've made to your firearms. Add one to the stress inflicted by each attack you make with a gun that you either made or modified heavily.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on February 19, 2012, 08:59:42 PM
I like it.

Though I will point out that replacing a trapping of one skill to another is all many sunts do.  Craftsmanship ----> Guns.  This also adds a damage.  Seems like it could be argued it does too much.

I as always question it's balance (the +1 stress inflicted part) when it comes to stacking (or the potential stacking of) stunts.  I espeically worry since the stunt is for a ranged weapon. 
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on February 19, 2012, 09:10:59 PM
Prized Possession: this one is in red.  I stated a long time ago in htis thread that completely removing a stunt seems like a bad idea.  That we should leave ideas here for others to use or draw inspiration from.

I'd like to retract that in this case.  The stunt isn't powerful enough to be a stunt.  it is a one time use effect.  This can easily just be a house rule to a character in a game or represented by an aspect ("my great aunts diamonds"). If we as a community want to leave it one the list use that strikethough option. Then note the forums deemed it too weak for a stunt. 

Stunts in green: too magical for a stunt?  Likely so yes, however they are properly balanced (in most cases) and costed for a stunt.  I like the idea of a notation that Pure Mortals cannot take this stunt
 
Option 2: Make them powers and juice them up a little bit.

Option 3: offer a house rule expanding what refinement can do and make these -1 refresh version of refinement?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 20, 2012, 07:02:10 AM
Way Of The Gun was discussed in replies #82, 83, 84, 93, 99, 100, 101, and 102. Have you read those posts? Because if you have, this discussion will be easier and will make more sense.

I agree completely about Prized Possession.

I really dunno what I'm gonna do with the green spellcasting stunts. I really like them, but they're caught halfway between stunt-hood and power-hood.

I really hate the idea of making stunts that mortals can't take. Stunts that mortals have no reason to ever take? Fine. (Though there are such things as common rituals and temporary powers...) But stunts that mortals can't take are not okay.

Anyway, if you have any more ideas for how to deal with them I'm interested.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on February 20, 2012, 05:24:31 PM
Way Of The Gun was discussed in replies #82, 83, 84, 93, 99, 100, 101, and 102. Have you read those posts? Because if you have, this discussion will be easier and will make more sense.

I agree completely about Prized Possession.

I really dunno what I'm gonna do with the green spellcasting stunts. I really like them, but they're caught halfway between stunt-hood and power-hood.

I really hate the idea of making stunts that mortals can't take. Stunts that mortals have no reason to ever take? Fine. (Though there are such things as common rituals and temporary powers...) But stunts that mortals can't take are not okay.

Anyway, if you have any more ideas for how to deal with them I'm interested.

Way Of The Gun conceded, mainly because I don't care enough to argue it. I read the posts, I'll keep my reservations to myself.

I agree there shouldn't be stunts mortals can't take. 

We could just leave them as is; allowing Mortals to take them and do nothing with them, but that really is just arguing semantics. (Pointless vs Can't Have...the words may have very different meanings but in a gaming setting the result is the same.)

Other than naming the spell related ones as refinement or making them better and making them powers - we are left with "Pointless Stunts for Mortals". Which the latter will definitely be the easiest route.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 20, 2012, 10:09:31 PM
Hey, if you have reservations, I'd like to hear them.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on February 21, 2012, 09:37:42 PM
I already read the posts about the skill swap from craftsmanship to guns.  People think that does too little.  They wanted a stress added.  I don't think it is required or particularly like the idea.  It seems like a stunt and a half. Otherwise weapons needs a similar stunt reskinned. Honestly, I already said this and people disagreed. Which is fine, but it's just a circle of opinions. (hence the reason I chose to keep my reservations to myself rahter than go in circles.)  Mainly because I am very opinionated and don't expect my min will change on the subject; I also assume others (not all) are similar in mindset to myself.

I honestly can't find the page where the book limits stunts stacking.  I tried finding it and can't.  I have a deep seated dislike for too many damage and +X to hit stunts stacking up to make a combat god.  This stunt seems like it could add to the problem and prove to have utility benefits.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 22, 2012, 07:16:44 AM
True, you haven't convinced me. But I nonetheless appreciate hearing it.

Stunt stacking is addressed on YS page 148 paragraph 3.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on February 22, 2012, 02:14:15 PM
I found the stunt stacking part.

In theory, a GM can rule the +1 is allowed since it isn't +2.

However, that's house ruling a house rule and cannot be stopped.

I retract my worry about the stacking issue now.

I still feel that since many stunts just move a trapping to a new skill the bonus damage is outside the realm of a normal stunt, but i'm seriously going to stop harping on it.

Thanks for listening all the same, but I hope you understand why I wish to avoid the circular argument.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 23, 2012, 01:19:57 AM
Alright then, let's leave that be.

Now for the first few purple Presence stunts:

I think I'm going to drop Excellent Speaker and Trainer Of The Unit. The former because it's redundant with Artistic Spirit and the latter because it's just lame.

Pretty Fly For A Dead guy looks okay, not sure why it's purple. I think I'll leave it as is.

Any complaints?

For reference:

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.
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.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on February 25, 2012, 03:41:33 AM
Silence = approval.

Now for the rest of the purple presence stuff.

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.

Blanket additions to Intimidation are bad. And a Declaration-enabler is more interesting anyhow.

Regal Attitude: You understand how to be powerful, which is much more difficult than it sounds. Use your Presence skill plus one to make Declarations related to power and who has it in any given social situation.

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.

Boosting all social skills is too strong: I was wrong to think that Marked By Power should be emulated by stunts. Now this will be a Presence boost only. A lot of overlap with Authority Figure, but oh well.

Respect The Power: You have an inherent advantage in social conflict because of your personal power. When you are in a position of obvious power, add two to your Presence skill.

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.

Boosting all social skills is too strong: I was wrong to think that Marked By Power should be emulated by stunts. Now this will be a Presence boost only. Was going to make a much more severe edit to this one, but this ought to be enough.

Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add two to your Presence skill when you are at work.

Social Weaponry: The right gear can make a lousy point seem brilliant. Pick an item and a social skill. As long as you possess that item, all social attack that use that skill inflict two additional stress. Don't pick a pair that makes no sense, please.

Too general; I'd rather use specific examples for this. I'll replace this with a Rapport weapon stunt.

Nothing Suits Me Like A Suit: The right suit can make a lousy point seem brilliant. If you're so well dressed, how could you possibly be wrong? As long as you are wearing a tailored suit, your Rapport attacks inflict two additional stress.

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.

Boosting all social skills is too strong: I was wrong to think that Marked By Power should be emulated by stunts. Now this will be a Presence boost only.

Welcome To My World: In your domain, you are more confident and people treat you better. Pick a place. Add two to your Presence skill 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.

This looks fine to me...I guess I won't change it.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 03, 2012, 02:32:54 AM
Everybody's Buddy: People like you. Use Rapport instead of Contacts for the Knowing People or Gather Information trappings.

One stunt per trapping. Splitting this in half.

Everybody's Buddy: People like you. You may use your Rapport skill for the Knowing People trapping of the Contacts skill.
Chat Up The Crowd: The difference between small talk and an information-gathering campaign is nothing more than scale. You may use your Rapport skill for the Gathering Information trapping of the Contacts skill.

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.

Copying what I did with Bad Cop here.

Good Cop: Kindness is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Bad Cop stunt, add two to your Rapport skill. In addition, your social Rapport attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Bad Cop stunt as you make them.**

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.

Just needs a tweak to fit the new guidelines.

My Crowd Likes Me: You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Add two to your Rapport skill when using it to on that type of being. This bonus does not apply to attacks or to defence rolls.**

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

Just needs a tweak to fit the new guidelines.

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

Interviewer: You have been trained to ask effective questions. Add two to your Rapport skill when using it to extract information.

Just needs a tweak to fit the new guidelines.

Interviewer: You have been trained to ask effective questions. Add two to your Rapport skill when using it to extract information from someone. Reduce the bonus provided by this stunt to one when it applies to a social attack.**

If you have an objection, please say so. If you have no objections, please say so. Just say something, please, so that I know you're paying attention.

This whole exercise is a bit pointless if nobody says anything.
Title: Re: Cleaning Up The Stunt List
Post by: Gatts on March 03, 2012, 11:24:50 AM
Everything's looking great. (I actually read this and the custom powers master list very regularly, I'll try to post more.)
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 03, 2012, 09:38:05 PM
Thanks much, it's great to hear that.

Sometimes I worry that I'm doing everything wrong but nobody is bothering to point it out.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on March 04, 2012, 01:19:31 AM
Thanks much, it's great to hear that.

Sometimes I worry that I'm doing everything wrong but nobody is bothering to point it out.

If you can count on anything... it is people willing to complain argue or point out flaws; especially on the internet.  Trust me, if there is a problem, you'll know.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 05, 2012, 05:28:02 AM
Excellent.

I've often seen flawed homebrews go utterly without comment before, because nobody could be bothered to critique. Nice to hear that that won't happen to me anymore.

I guess that I have enough of a "rep" here to attract criticism. That's something I've noticed on many RPG boards; the more established you are, the more attention and commentary and editing your homebrew gets.
Title: Re: Cleaning Up The Stunt List
Post by: JediDresden on March 06, 2012, 04:05:16 PM
Sorry I must have missed it, but are you changing the original stunt list with these changes, or is there a new master list somewhere.  These changes are good, I like them.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 06, 2012, 06:40:57 PM
When this is finished, it will replace the original list.

And I'm glad you like the changes.
Title: Re: Cleaning Up The Stunt List
Post by: JediDresden on March 06, 2012, 07:28:15 PM
I lurk a lot, but don't like making comments myself, because I still feel unsure about the mechanics.  I rely on you all who know more than I do.  Thanks again.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 08, 2012, 02:56:12 AM
And now for Resources.

If these pass muster, I'll compile an edited fourth post.

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.

ALurker convinced me to drop this one.

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.

This is bad and now it's going to disappear.

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.

Think I'm just going to ditch this one too. In retrospect, it seems like a dumb idea.

My Wallet Has A Lot To Say: You know how to use your money socially. Add two to your Resources skill when using the Money Talks trapping.

This falls victim to the new guideline for social stunts. Splitting it in half:

I Get By: You aren't rich exactly, but somehow you never ever suffer from a lack of money. Treat your Resources skill as Fantastic whenever it would complement, modify, or restrict another skill.
Shut Up And Take My Money: You're very good at bribery, be it subtle or overt. Bribery-based attacks that you make with the Resources skill inflict two additional stress.**

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.

The canon stunt Windfall is very similar to this one, but it's limited to once per adventure (whatever that means) and it uses no sponsor. So I guess I ought to limit this to once/adventure.

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 adventure, 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.
Title: Re: Cleaning Up The Stunt List
Post by: Mr. Death on March 08, 2012, 04:43:44 AM
I'm not sure Sponsored Resources is even necessary. From YS 139:

Quote
You may have access to an organization’s resources under certain circumstances; this allows you to roll a different rating than your personal Resources skill. Rolling that way means you’re expending that organization’s resources, not your own.
For example, a consultant for Monoc Securities might decide to acquire a private jet for corporate use. The consultant’s Resources might only be Fair (+2), but in this case the consultant rolls using Monoc’s expense account, rated at Fantastic (+6).

That seems to be its effect exactly, built into the skill without having to spend refresh on it, or sponsor debt (though some GMs might work invokes and compels around it).
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 08, 2012, 08:36:46 PM
The fact that something in the game can duplicate the effect of a stunt does not make a stunt not worthwhile.

A character does not have any kind of "right" to use an organization's Resources under normal circumstances. But once you write a stunt on your character sheet, you have a right to its effect.

Sponsored Resources effectively takes something the GM can give you if he feels it appropriate and turns it into an actual part of your character. So I think it's good.
Title: Re: Cleaning Up The Stunt List
Post by: Mr. Death on March 08, 2012, 08:55:56 PM
It doesn't seem right to me to charge refresh for something that's described in the RAW as part of the skill trapping--the text doesn't say, "If you have a stunt..." or anything like that. It just says in some circumstances, the circumstances being that they're working through the organization and the spending's being done for something that aligns with its goals.

At most, I'd say it would require an aspect to justify it (maybe an Invoke for effect), and the roll would have to be for something within the sponsor's agenda, but it seems wrong for us to imply you need a stunt to do something the RAW says you can do without one.
Title: Re: Cleaning Up The Stunt List
Post by: devonapple on March 08, 2012, 09:19:57 PM
I see both sides of the disagreement about Sponsored Resources.

I propose a compromise solution: mention that, per YS 179, people attached to a Sponsor can already get this benefit, but that using the Stunt makes it a reliable proposition. Maybe recast it as something like "as an employee of an organization, you already have access to their Resources (YS 179), but with this stunt, their faith in you is such that you have a lot more latitude with your requests...[insert rest of text]"
Title: Re: Cleaning Up The Stunt List
Post by: Gatts on March 08, 2012, 09:32:50 PM
I see both sides of the disagreement about Sponsored Resources.

I propose a compromise solution: mention that, per YS 179, people attached to a Sponsor can already get this benefit, but that using the Stunt makes it a reliable proposition. Maybe recast it as something like "as an employee of an organization, you already have access to their Resources (YS 179), but with this stunt, their faith in you is such that you have a lot more latitude with your requests...[insert rest of text]"

That actually looks like a great solution, I second this.
Title: Re: Cleaning Up The Stunt List
Post by: Mr. Death on March 08, 2012, 09:49:21 PM
Yeah, that makes sense. I could see a stunt to improve on it, something like "The CEO's Favorite: You can use your company's resources at either +2 or at 2 less time increments," but just the ability to use the resources at all shouldn't cost refresh.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 09, 2012, 07:52:10 AM
Ugh.

The ability to use an organization's resources does not necessarily cost refresh. But if you want it to be an integral part of your character you need to pay for it. Otherwise there's no reason not to do it.

Similarly, the GM can arbitrarily lower difficulties for social skill checks if it seems appropriate for the situation. But if I want to benefit from those lower difficulties consistently, I need to buy stunts.

I see no need to clarify. I find it genuinely hard to believe that anyone would be led astray by the current wording.
Title: Re: Cleaning Up The Stunt List
Post by: Mr. Death on March 09, 2012, 01:17:29 PM
The reason not to do it is that, realistically, the character shouldn't be able to get away with it constantly. Like anything else, it should come with consequences: Maybe if you get that jet this session, you can't get a company car to bring you to the big showdown next game.

I think making it a stunt sets bad precedent, in that you're encouraging people to use up refresh for something that the rules already say is something they can do anyway--it'd be like spending refresh on the stunt "Owns A Sword." I think requiring an aspect for it, and using invokes and compels on a situation-by-situation basis, is a better way to handle it.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 09, 2012, 09:00:54 PM
This is not a capability that you can have without a stunt, actually. Using someone else's skill is different from taking Sponsor Debt.

Also, Owns A Sword could be a cool stunt if it expanded one's sword-owning beyond the normal level. For example, by letting you have a sword even when it makes no sense for you to have a sword.

Actually, I wrote a power (http://www.jimbutcheronline.com/bb/index.php/topic,19934.msg1319893.html#msg1319893) that can do that a while back.

My point wasn't that there's no reason not to buy everything using the organization's resources, my point was that there's no reason to make a character without that capability. You should not be able to make your character stronger by giving him a certain narrative role. In this game at least, there's no right way to play. (Or at least not much of one.)
Title: Re: Cleaning Up The Stunt List
Post by: Mr. Death on March 09, 2012, 09:25:05 PM
This is not a capability that you can have without a stunt, actually. Using someone else's skill is different from taking Sponsor Debt.
The passage I quoted, as I said, says nothing about a stunt, it just says you can do it under certain circumstances. Given that it's in the basic description for the skill itself (not the Stunts section), that seems to say it's something that can be done with the base skill.

Quote
Also, Owns A Sword could be a cool stunt if it expanded one's sword-owning beyond the normal level. For example, by letting you have a sword even when it makes no sense for you to have a sword.
That'd probably be better as an aspect; in fact, I think the example aspect Always Armed is cited for allowing exactly that, you invoke it to make a declaration that you have a weapon when you shouldn't.

Quote
My point wasn't that there's no reason not to buy everything using the organization's resources, my point was that there's no reason to make a character without that capability. You should not be able to make your character stronger by giving him a certain narrative role. In this game at least, there's no right way to play. (Or at least not much of one.)
Aspects, and invoking those aspects, can easily make a character stronger, in a given situation, because of their narrative role--that's part of their purpose. That's exactly what I'm proposing here, that you should have an aspect to take advantage of it.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 10, 2012, 12:40:43 AM
Not to be rude or anything, but I feel as though you didn't understand what I said last post. If I was unclear, please say so; I'm not the clearest speaker in the world and I don't mind being reminded of that.

Let me try to clarify:

1. The effect of using someone else's money without a stunt is different from the effect of using this stunt.

2. Declarations and other such effects work through GM fiat. The fact that a GM can grant you an effect for free if he thinks it a good idea does not make it inappropriate to make a stunt that gives that effect. Nor thus the fact that you can get that effect from equipment or other narrative constructs. See Breath Weapon; it's just an unlimited supply of javelins. You don't need a power to have javelins, but having an unlimited supply of javelins at all times is worth Refresh. (Probably not 2 Refresh, though.)

3. Aspects are all equal, in theory. So no matter what narrative role you pick, you get equal power out of it. Taking a certain aspect should not be "better" than taking another aspect.
Title: Re: Cleaning Up The Stunt List
Post by: Mr. Death on March 10, 2012, 12:50:11 AM
1. The effect of using someone else's money without a stunt is different from the effect of using this stunt.
I think that's part of my confusion, because the wording of the stunt basically says that it allows you to use (well, borrow) someone else's money.

Quote
3. Aspects are all equal, in theory. So no matter what narrative role you pick, you get equal power out of it. Taking a certain aspect should not be "better" than taking another aspect.
In theory, yes, but they're not all similarly applicable. A barbarian warrior with Weapons at 5 and an aspect about their prowess with a weapon in hand can be considered "stronger," in battle, than a barbarian warrior with Weapons at 5, but all his aspects reflecting non-combat abilities.
Title: Re: Cleaning Up The Stunt List
Post by: UmbraLux on March 10, 2012, 12:55:53 AM
While I usually avoid too much comment here, this is somewhat bothersome:
3. Aspects are all equal, in theory. So no matter what narrative role you pick, you get equal power out of it. Taking a certain aspect should not be "better" than taking another aspect.
Aspects matter and they aren't equal in how they affect the narrative.  To me that's a Good Thing (TM).  Otherwise we could just toss out aspects altogether and simply spend fate points on our "equal power" or bonus.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 10, 2012, 01:03:05 AM
Narratively it's the same, but that's not terribly important. It's mechanically different, and we're talking mechanics here.

And I think I'm not getting across re: aspects. Characters are stronger when acting within their aspects, but they can't be made mechanically stronger or weaker by meddling with their aspects. Their role can be changed, but that does not make them stronger because there are no strong roles and no weak ones. In theory.

@UmbraLux: They're different but equal. None are strong, and none are weak. Sure, FANATICAL WARDEN and RELUCTANT WARDEN will send me in different directions, but the character is equally strong either way.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 20, 2012, 04:13:30 AM
Alright, let's put this to rest. I maintain that the Sponsored Resources stunt doesn't interact with the normal sponsored resource rules, but in deference to public opinion here's a slight rewrite.

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 adventure, 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. This is not related to and may be used in concert with the standard rules for using someone else's Resources.

Now to throw up a rough draft of post #4.

If you object to this rewrite, please say so quick so I can change it before post #4 is finalized.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 20, 2012, 04:28:28 AM
Lore:

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

Might:

Heavy Object Swing: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as melee weapons.
Heavy Object Throw: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as throwing weapons.
Clever Wrestling: You aren't easy to hold down. Treat all grapples that are made against you as though their strength was two shifts lower.
Power Over Finesse: Your unarmed attacks rely on brute strength rather than on clever technique. Use Might to Attack unarmed.
Chain-Grab: It takes a lot of skill, but it is possible to wrestle two people at once. You may use the rules for spray attacks when grappling.
Master Grappler: (Requires Wrestler) As a result of long training, some actions in a grapple have become instinctive to you. Pick one of the supplemental actions that you may take while grappling. You suffer no penalty for taking that action in a grapple.
Built Like An Ox: You are a solid block of muscle, and that lets you take a lot of punishment. Use your Might skill to determine the length of your physical stress track.

Performance:

Artist: You are an artist, obviously. Pick a genre and a medium. You get a +1 bonus to Performance that for each.
The Complete Performer: An artist needs skills beyond just making art if he wants to be great. Fortunately, you have them. Add two to any skill being used to modify Performance.
Spellsinger: Music is magic, at least for you. You may use your Performance skill for spellcasting control.
Song Of Emotion: Your art has a real impact on the emotions of those who hear it. You may use your Performance skill for the Incite Emotion power.
Playing To Expectations: Being a good actor requires being a good liar. You may use Performance, rather than Deceit, for the Falsehood & Deception trapping.
Jester: You are a comedian. +2 to Performance when using it to make jokes and generally be funny.
Mixed Drinks: Some people paint paintings. Some people carve sculptures. You mix cocktails. Add two to your Performance skill when using it to make alcoholic drinks.
Target Audience: You know your audience. Pick a type of being. When playing to beings of that type, add two to your Performance skill.
Cult Following: (Requires Target Audience) You’ve got the kind of fans that most artists would kill for, and that some are killed by. When dealing with beings within your target audience, you may substitute your Performance skill for your Contacts skill.
Method Actor: A good actor can slip into his role so completely that his original self is consumed. Pick a type of being. You may use your Performance skill instead of your Deceit skill to impersonate that type of being. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
Acting Scary: (Requires Method Actor) Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, you may substitute your Performance skill for your Intimidation skill.
Favourite Subject Matter: You know one subject and you know it really well. Pick a topic. When producing art that pertains to that topic, add two to your Performance skill.
Building Upon The Mood: You know how to use the local ambience to maximum effect.  Add two to your Performance skill when tagging or invoking a scene aspect to boost a Performance roll.
Artistic Spirit: You might not actually be much of an artist, but you could have been a great one if your life had gone differently. Your Performance skill is considered to be Fantastic whenever it would complement, restrict, or otherwise modify another skill.

Presence:

Famous: You are very well known. Increase your Presence skill by 2 when using it to determine your reputation.
In Control: People instinctively wait for you to say your piece. You may use Presence instead of Empathy to determine social initiative.
Encouraging Leadership: People feel braver with your support. When leading a group in a social situation you may have your Presence skill complement that of your group.
Authority Figure: You are in charge. Add two to your Presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).
Force Of Personality: Force of will and force of personality aren't really all that different. Use your Presence skill to determine your mental stress track.
Stubborn: You don’t give up on an argument easily. You may take 1 additional mild social consequence.
Spin Doctor: You are an expert in social damage control. You may take 2 additional mild social consequences as long as you have an audience.
Pretty Fly For A Dead Guy: It’s not easy to pull of the “decomposing carcass” look, but you manage it somehow. Ignore two shifts worth of social penalties from Living Dead.
Regal Attitude: You understand how to be powerful, which is much more difficult than it sounds. Use your Presence skill plus one to make Declarations related to power and who has it in any given social situation.
The Opinions Of Your Sort Are Irrelevant to Me: You just don’t really care about what certain beings have to say. Pick a type of being. You have armour: 1 against social attacks from that type of being.
Respect The Power: You have an inherent advantage in social conflict because of your personal power. When you are in a position of obvious power, add two to your Presence skill.
Protected By Prejudice: The preconceptions of others make it difficult for them to act against you socially. Choose a common (but not universal) prejudice, like “the elderly should be treated with respect”. As long as that prejudice applies, you have armour 1 against all social attacks. This bonus stacks with other sources of social armour.
Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add two to your Presence skill when you are at work.
Welcome To My World: In your domain, you are more confident and people treat you better. Pick a place. Add two to your Presence skill when in that place.
Bolstered Presence: A person with some minions is always more powerful-seeming than someone with none. Add two to your Presence skill as long as you have some subordinates around.
Presence Of The Alpha: You look exactly the way an alpha male should. Add two to your Presence skill when using your physical appearance to impress people.
Animal Magnetism: Your natural charisma and confidence carry over to the animal kingdom. You may use your Presence skill for the Animal Handling trapping of Survival.
Minions, Attack!: (Requires Minions) You might not be good at fighting people, but you sure know how to point at a target. This stunt allows you to treat your minions as weapons rather than as independent characters. Minions are wielded with the Presence skill. The weapon rating, range, and other traits of a group of minions depends on their numbers, quality, and equipment.[/b]
Minions, Defend! (Requires Minions, Attack!) Your loyal minions defend you capably. As long as you have minions present, you may use your Presence skill to defend against physical attacks.
Coordinated Attack (Requires Minions, Attack!) Your expert leadership helps your minions hit their targets. Add one to your Presence skill when using it to attack with your minions.
Morale Boost (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions.
Human Wall (Requires Minions, Defend!) As long as your minions are around, you're safe. Even in the center of a battlefield. Add two to your Presence skill when using it to defend against physical attacks.
I Do What I Want: You don't take no orders from nobody. You have social armour 1 against social attacks phrased as commands.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Presence. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Presence skill.

Rapport:

Nothing Suits Me Like A Suit: The right suit can make a lousy point seem brilliant. If you're so well dressed, how could you possibly be wrong? As long as you are wearing a tailored suit, your Rapport attacks inflict two additional stress.
Blank Face: Your facial expression doesn't reveal anything. Increase your Rapport skill by 2 when using it to defend against an Empathy "read".
Everybody's Buddy: People like you. You may use your Rapport skill for the Knowing People trapping of the Contacts skill.
Chat Up The Crowd: The difference between small talk and an information-gathering campaign is nothing more than scale. You may use your Rapport skill for the Gathering Information trapping of the Contacts skill.
Poker Face: You are an absolute master of politely revealing nothing. When Closing Down, your intentions aren't obvious until your opponent beats your Rapport.
Good Cop: Kindness is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Bad Cop stunt, add two to your Rapport skill. In addition, your social Rapport attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Bad Cop stunt as you make them.**
My Crowd Likes Me: You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Add two to your Rapport skill when using it to on that type of being. This bonus does not apply to attacks or to defence rolls.**
Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when using it as a defence when there's money at stake.**
Suave: You are gifted at talking your way past people – you may use Rapport for the Brush-Off trapping instead of Intimidation. Rapport-based Brush-Off attempts give the target with more of a "starstruck" attitude than "intimidated."
Redirected Conversation: You argue the way a judoka fights. When you successfully defend against a social attack with Rapport, you may sacrifice your next action to place a temporary aspect on the attacker.
Pitiful: Man, I feel sorry for you. Add two to your Rapport skill when making maneuvers to create aspects based off of pity.
Interviewer: You have been trained to ask effective questions. Add two to your Rapport skill when using it to extract information from someone. Reduce the bonus provided by this stunt to one when it applies to a social attack.**

Resources:

Licenses for Everything: You have a licence, real or fake, to own everything under the sun. If the difficulty of the Resources roll made to acquire something would be increased due to legal restrictions you may ignore up to 2 shifts worth of increased difficulty.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. If the difficulty of the Resources roll made to acquire something would be increased due to item rarity you may ignore up to 2 shifts worth of increased difficulty.
I Get By: You aren't rich exactly, but somehow you never ever suffer from a lack of money. Treat your Resources skill as Fantastic whenever it would complement, modify, or restrict another skill.
Shut Up And Take My Money: You're very good at bribery, be it subtle or overt. Bribery-based attacks that you make with the Resources skill inflict two additional stress.**
Professional Gambler: Your funds at a given time are determined by chance more than anything else. Whenever you roll Resources, flip a coin. If heads, add two to your roll.
Arsenal: You have access to an impressive supply of weaponry. Resources checks made to obtain weaponry get a two shift bonus.
Improved Arsenal: (Requires Arsenal) You have access to an armoury better than that of some national armies. Ignore all legal restrictions when purchasing weaponry.
Money Talks: For some bizarre reason, everyone wants to talk to the guy who hands out money. Use Resources instead of Contacts for Gathering Information.
Treasure: Your resources are rather old-fashioned: where most people have stocks and bonds, you have gold and jewels. Add two to your Resources skill when using it to buy or already own gold, jewels, and other such things.
Sponsored Resources: You have a powerful patron who will sometimes let you borrow money and goods. When you take this stunt, select an entity or organization of great wealth to be your sponsor. Once per adventure, 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. This is not related to and may be used in concert with the standard rules for using someone else's Resources.
Glitterati: Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 20, 2012, 04:34:34 AM
And here's one that didn't fit into post #4.

Favoured Enemy: You've studied how to kill certain magical creatures. Choose a type of supernatural being. All attacks that you make with your Guns skill inflict two additional stress to that type of being. (A similar stunt could exist in Fists or in Weapons.)
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 21, 2012, 04:47:35 AM
There are six green stunts in post #4. I think I'm going to get rid of the first four.

You see, I made them a long long time ago. Back then, I didn't have the mechanical chops to write good powers. So some of my ideas ended up as stunts when powers would have been more fitting.

But since then, I've become capable of power-writing. And I've written Sponsored Magics that represent specialization in magical fields much better than these do. So these are kinda redundant.

Not sure what to do with the other two. On one hand, this sort of effect really ought to be available to characters. On the other hand, these would probably work better as powers.

Thoughts? Advice? Suggestions?
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on March 21, 2012, 01:16:00 PM
Transparent Veils: You have a knack for making a good veil. Veils you create do not impede outward visibility at all.

Lasting Portals: The portals you create are solid and durable. You may increase the duration of portals you create by two steps without increasing the complexity of the spell.

Seem to be fine for stunts, seperate from Sponsored Magic to me.  I think folks with the ability to make veils or portals with or without magic could very well enjoy those stunts.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 22, 2012, 01:48:27 AM
Huh?

Pretty sure that they're both useless without spellcasting. Worldwalker portals have no real duration, and Glamour wards don't impede visibility as far as I know.

So these end up stepping on the toes of Refinement pretty badly. And they break caps. And they seem so much less interesting/elegant than a Sponsored Magic.

What virtue do you see in them?
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on March 22, 2012, 04:09:42 AM
Huh?

Pretty sure that they're both useless without spellcasting. Worldwalker portals have no real duration, and Glamour wards don't impede visibility as far as I know.

So these end up stepping on the toes of Refinement pretty badly. And they break caps. And they seem so much less interesting/elegant than a Sponsored Magic.

What virtue do you see in them?

None I guess.

Maybe channeling:  Spirit?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 22, 2012, 06:07:30 AM
Hm. Your loss of enthusiasm is disheartening, even though I was advocating for it.

Not sure what you mean about Channelling: Spirit.
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on March 22, 2012, 10:06:28 AM
Berserker Blood (weapons)  Your Berserker blood means that you can attack without any hesitation or fear for your own safety. Add +2 to your weapons roll when attacking in physical combat, but enemies gain a +2 to there rolls to physically attack you.

Instinctive Defence (weapons) requires Berserker Blood: Even through the mist of a killing fury, your reflexes have been trained so that you instinctively defend yourself.  This removes the -2 penalty to defence from berserker blood.
Title: Re: Cleaning Up The Stunt List
Post by: Mr. Death on March 22, 2012, 12:07:12 PM
Berserker Blood is basically an upgrade to the canon Berserker stunt, without its drawback (That once the stunt's 'active', you can't do anything but attack until either you or your enemies are dead).
Title: Re: Cleaning Up The Stunt List
Post by: ways and means on March 22, 2012, 12:20:44 PM
Actually its swing for the fences  (canon stunt) with a berserker flavouring and an upgrade stunt to mitigate its disadvantage. Was going to call it vanguard charge but thought that sounded too much like the mass effect ability.   
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on March 22, 2012, 03:37:29 PM
Hm. Your loss of enthusiasm is disheartening, even though I was advocating for it.

Not sure what you mean about Channelling: Spirit.

Not a loss of enthusiam.  My arguement for it was soundly defeated so I ceded your points. 

Veils are under spirit magic.

Channelers can make veils with spirit magic.  Transperent Veils would be good for them. 

Do people allow channelers to make portals into the nevernver?  If so they could use Lasting Portals.  Then they wouldn't need a form of Sponsored magic. 

A) cheaper
B) serves as an option to make magic different for different people.  Options are good.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on March 22, 2012, 04:07:29 PM
I have a general question regarding the thread.  Once the stunts are updated/removed etc. -  Is there a thread where they are being collected so people can print them off or simply for ease of skimming/review?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 22, 2012, 08:12:27 PM
I think that maybe, with a slight rewrite, the portal and veil stunts could be made useful and non-offensive. I'll think about it.

If anyone has any suggestions, I'm listening.

Berserker Blood is not new, as ways and means says. It's from canon. So I won't be adding it here.

Instinctive Defence is pushing it a bit. It might or might not be balanced.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 23, 2012, 05:07:12 PM
Oh, and the stunts will be collected in the master list thread when this is done. But if you want, I can take 5 minutes to make a dropbox file before then.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on March 24, 2012, 05:24:01 AM
Oh, and the stunts will be collected in the master list thread when this is done. But if you want, I can take 5 minutes to make a dropbox file before then.

Not necessary, but I won't complain either.  Was just curious.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 26, 2012, 10:40:05 PM
Aight, I thought a bit and I couldn't come up with a better way to do veil and portal stunts. So they're going to disappear until and unless someone else comes up with something.

Spellsinger is sticking around pending a possible "Alternate Magical Paradigm" power.

Song Of Emotion really ought to be an Incite Emotion upgrade. So that's what it'll be.

Post looks like this now:

Lore:

Blindingly Fast Change: You are able to shift forms in the blink of an eye – so fast that opponents are caught unprepared. You may shift forms (using the Beast Change or True Shapeshifting powers) without spending a supplemental action to do so. Once per scene, when shifting forms, you may spend a fate point to get +3 on your next attack roll.
I Know Fairies: Your knowledge of the supernatural includes personal familiarity with the fey. You may use your Lore skill instead of your Contacts skill when dealing with the fey.
A Potion For Everything: You always have exactly the right potion for any situation. Add two to your Lore skill when using it to declare that you have a certain potion.
Occult Crafts: There are some things you just don’t learn to build in shop class. Choose a type of item that has some connection to the occult, like shrunken heads or voodoo dolls. You may use your Lore skill to create or repair items of that type.
Occult Ceremonies: Is there really that much difference between a séance and a play? Pick a type of ceremony. You may use your Lore skill instead of your Performance skill to perform that type of ceremony.
Improved Supernatural Senses: Your occult senses are sharp. That’s all there is to it. Add two to your Lore skill when using it with your Supernatural Sense power.
A Loremaster Must Have A Library: You didn’t become the walking library that you are today without owning a real one. Base the quality of your occult library on your Lore skill rather than your Resources skill.
Applied Knowledge: You can always come up with some little fact that gives you an advantage. Add two to your Lore skill when using it for the occult equivalent of the Declaring Minor Details trapping of Scholarship.
Thaumaturge: Thaumaturgy is about knowledge, more than anything else. And you have that knowledge. Add two to your Lore skill when using it to make declarations as part of thaumaturgy preparation.

Might:

Heavy Object Swing: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as melee weapons.
Heavy Object Throw: Pure strength can compensate pretty well for a lack of skill sometimes. You may use Might to use heavy objects as throwing weapons.
Clever Wrestling: You aren't easy to hold down. Treat all grapples that are made against you as though their strength was two shifts lower.
Power Over Finesse: Your unarmed attacks rely on brute strength rather than on clever technique. Use Might to Attack unarmed.
Chain-Grab: It takes a lot of skill, but it is possible to wrestle two people at once. You may use the rules for spray attacks when grappling.
Master Grappler: (Requires Wrestler) As a result of long training, some actions in a grapple have become instinctive to you. Pick one of the supplemental actions that you may take while grappling. You suffer no penalty for taking that action in a grapple.
Built Like An Ox: You are a solid block of muscle, and that lets you take a lot of punishment. Use your Might skill to determine the length of your physical stress track.

Performance:

Artist: You are an artist, obviously. Pick a genre and a medium. You get a +1 bonus to Performance that for each.
The Complete Performer: An artist needs skills beyond just making art if he wants to be great. Fortunately, you have them. Add two to any skill being used to modify Performance.
Spellsinger: Music is magic, at least for you. You may use your Performance skill for spellcasting control.*
Playing To Expectations: Being a good actor requires being a good liar. You may use Performance, rather than Deceit, for the Falsehood & Deception trapping.
Jester: You are a comedian. +2 to Performance when using it to make jokes and generally be funny.
Mixed Drinks: Some people paint paintings. Some people carve sculptures. You mix cocktails. Add two to your Performance skill when using it to make alcoholic drinks.
Target Audience: You know your audience. Pick a type of being. When playing to beings of that type, add two to your Performance skill.
Cult Following: (Requires Target Audience) You’ve got the kind of fans that most artists would kill for, and that some are killed by. When dealing with beings within your target audience, you may substitute your Performance skill for your Contacts skill.
Method Actor: A good actor can slip into his role so completely that his original self is consumed. Pick a type of being. You may use your Performance skill instead of your Deceit skill to impersonate that type of being. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
Acting Scary: (Requires Method Actor) Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, you may substitute your Performance skill for your Intimidation skill.
Favourite Subject Matter: You know one subject and you know it really well. Pick a topic. When producing art that pertains to that topic, add two to your Performance skill.
Building Upon The Mood: You know how to use the local ambience to maximum effect.  Add two to your Performance skill when tagging or invoking a scene aspect to boost a Performance roll.
Artistic Spirit: You might not actually be much of an artist, but you could have been a great one if your life had gone differently. Your Performance skill is considered to be Fantastic whenever it would complement, restrict, or otherwise modify another skill.

Presence:

Famous: You are very well known. Increase your Presence skill by 2 when using it to determine your reputation.
In Control: People instinctively wait for you to say your piece. You may use Presence instead of Empathy to determine social initiative.
Encouraging Leadership: People feel braver with your support. When leading a group in a social situation you may have your Presence skill complement that of your group.
Authority Figure: You are in charge. Add two to your Presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).
Force Of Personality: Force of will and force of personality aren't really all that different. Use your Presence skill to determine your mental stress track.
Stubborn: You don’t give up on an argument easily. You may take 1 additional mild social consequence.
Spin Doctor: You are an expert in social damage control. You may take 2 additional mild social consequences as long as you have an audience.
Pretty Fly For A Dead Guy: It’s not easy to pull of the “decomposing carcass” look, but you manage it somehow. Ignore two shifts worth of social penalties from Living Dead.
Regal Attitude: You understand how to be powerful, which is much more difficult than it sounds. Use your Presence skill plus one to make Declarations related to power and who has it in any given social situation.
The Opinions Of Your Sort Are Irrelevant to Me: You just don’t really care about what certain beings have to say. Pick a type of being. You have armour: 1 against social attacks from that type of being.
Respect The Power: You have an inherent advantage in social conflict because of your personal power. When you are in a position of obvious power, add two to your Presence skill.
Protected By Prejudice: The preconceptions of others make it difficult for them to act against you socially. Choose a common (but not universal) prejudice, like “the elderly should be treated with respect”. As long as that prejudice applies, you have armour 1 against all social attacks. This bonus stacks with other sources of social armour.
Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add two to your Presence skill when you are at work.
Welcome To My World: In your domain, you are more confident and people treat you better. Pick a place. Add two to your Presence skill when in that place.
Bolstered Presence: A person with some minions is always more powerful-seeming than someone with none. Add two to your Presence skill as long as you have some subordinates around.
Presence Of The Alpha: You look exactly the way an alpha male should. Add two to your Presence skill when using your physical appearance to impress people.
Animal Magnetism: Your natural charisma and confidence carry over to the animal kingdom. You may use your Presence skill for the Animal Handling trapping of Survival.
Minions, Attack!: (Requires Minions) You might not be good at fighting people, but you sure know how to point at a target. This stunt allows you to treat your minions as weapons rather than as independent characters. Minions are wielded with the Presence skill. The weapon rating, range, and other traits of a group of minions depends on their numbers, quality, and equipment.[/b]
Minions, Defend! (Requires Minions, Attack!) Your loyal minions defend you capably. As long as you have minions present, you may use your Presence skill to defend against physical attacks.
Coordinated Attack (Requires Minions, Attack!) Your expert leadership helps your minions hit their targets. Add one to your Presence skill when using it to attack with your minions.
Morale Boost (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions.
Human Wall (Requires Minions, Defend!) As long as your minions are around, you're safe. Even in the center of a battlefield. Add two to your Presence skill when using it to defend against physical attacks.
I Do What I Want: You don't take no orders from nobody. You have social armour 1 against social attacks phrased as commands.
Strategist: Unlike most people, you have been trained in the science of military strategy. Add a trapping called Strategy to Presence. This trapping allows you to make Assessments, Declarations, and other rolls related to strategy with your Presence skill.

Rapport:

Nothing Suits Me Like A Suit: The right suit can make a lousy point seem brilliant. If you're so well dressed, how could you possibly be wrong? As long as you are wearing a tailored suit, your Rapport attacks inflict two additional stress.
Blank Face: Your facial expression doesn't reveal anything. Increase your Rapport skill by 2 when using it to defend against an Empathy "read".
Everybody's Buddy: People like you. You may use your Rapport skill for the Knowing People trapping of the Contacts skill.
Chat Up The Crowd: The difference between small talk and an information-gathering campaign is nothing more than scale. You may use your Rapport skill for the Gathering Information trapping of the Contacts skill.
Poker Face: You are an absolute master of politely revealing nothing. When Closing Down, your intentions aren't obvious until your opponent beats your Rapport.
Good Cop: Kindness is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Bad Cop stunt, add two to your Rapport skill. In addition, your social Rapport attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Bad Cop stunt as you make them.**
My Crowd Likes Me: You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Add two to your Rapport skill when using it to on that type of being. This bonus does not apply to attacks or to defence rolls.**
Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when using it as a defence when there's money at stake.**
Suave: You are gifted at talking your way past people – you may use Rapport for the Brush-Off trapping instead of Intimidation. Rapport-based Brush-Off attempts give the target with more of a "starstruck" attitude than "intimidated."
Redirected Conversation: You argue the way a judoka fights. When you successfully defend against a social attack with Rapport, you may sacrifice your next action to place a temporary aspect on the attacker.
Pitiful: Man, I feel sorry for you. Add two to your Rapport skill when making maneuvers to create aspects based off of pity.
Interviewer: You have been trained to ask effective questions. Add two to your Rapport skill when using it to extract information from someone. Reduce the bonus provided by this stunt to one when it applies to a social attack.**

Resources:

Licenses for Everything: You have a licence, real or fake, to own everything under the sun. If the difficulty of the Resources roll made to acquire something would be increased due to legal restrictions you may ignore up to 2 shifts worth of increased difficulty.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. If the difficulty of the Resources roll made to acquire something would be increased due to item rarity you may ignore up to 2 shifts worth of increased difficulty.
I Get By: You aren't rich exactly, but somehow you never ever suffer from a lack of money. Treat your Resources skill as Fantastic whenever it would complement, modify, or restrict another skill.
Shut Up And Take My Money: You're very good at bribery, be it subtle or overt. Bribery-based attacks that you make with the Resources skill inflict two additional stress.**
Professional Gambler: Your funds at a given time are determined by chance more than anything else. Whenever you roll Resources, flip a coin. If heads, add two to your roll.
Arsenal: You have access to an impressive supply of weaponry. Resources checks made to obtain weaponry get a two shift bonus.
Improved Arsenal: (Requires Arsenal) You have access to an armoury better than that of some national armies. Ignore all legal restrictions when purchasing weaponry.
Money Talks: For some bizarre reason, everyone wants to talk to the guy who hands out money. Use Resources instead of Contacts for Gathering Information.
Treasure: Your resources are rather old-fashioned: where most people have stocks and bonds, you have gold and jewels. Add two to your Resources skill when using it to buy or already own gold, jewels, and other such things.
Sponsored Resources: You have a powerful patron who will sometimes let you borrow money and goods. When you take this stunt, select an entity or organization of great wealth to be your sponsor. Once per adventure, 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. This is not related to and may be used in concert with the standard rules for using someone else's Resources.
Glitterati: Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.

Now it's time to clean the wording of these stunts up. After that, we can get started on the last post.

The end is in sight.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on March 31, 2012, 04:37:01 AM
Hopefully this is the final draft of post #4. Please tell me if there's some reason that it should be revised further.

Actually, scratch that.

I'm thinking of merging Heavy Object Swing and Heavy Object Throw. Each of them moves part of a single trapping, so merging them might make something equal to a standard trapping-moving stunt.

And I'm thinking of upgrading The Complete Performer. Other modification-modifiers set the modifying skill to Fantastic, so why doesn't this one?

Thoughts?

Lore:

Blindingly Fast Change: You are able to shift forms in the blink of an eye – so fast that opponents are caught unprepared. You take no penalty to your main action when using a supplemental action to change shape (using the Beast Change or True Shapeshifting powers). Once per scene, when shifting forms and attacking as part of the same action, you may spend a Fate Point to add three to your attack roll.*
I Know Fairies: Your knowledge of the supernatural includes personal familiarity with the fey. You may use your Lore skill instead of your Contacts skill when dealing with the fey.
A Potion For Everything: You always have exactly the right potion for any situation. Add two to your Lore skill when using it to declare that you have a certain potion.*
Occult Crafts: There are some things you just don’t learn to build in shop class. Choose a type of item that has some connection to the occult, like shrunken heads or voodoo dolls. You may use your Lore skill to create or repair items of that type.
Occult Ceremonies: Is there really that much difference between a séance and a play? Pick a type of ceremony. You may use your Lore skill instead of your Performance skill to perform that type of ceremony.
Improved Supernatural Senses: Your occult senses are sharp. That’s all there is to it. Add two to your Lore skill when using it with a Supernatural Sense.*
A Loremaster Must Have A Library: You didn’t become the walking library that you are today without owning a real one. Determine the quality of your occult library with your Lore skill rather than your Resources skill.
Applied Knowledge: You can always come up with some little fact that gives you an advantage. Add two to your Lore skill when using it for the occult equivalent of the Declaring Minor Details trapping of Scholarship.
Thaumaturge: Thaumaturgy is about knowledge, more than anything else. And you have that knowledge. Add two to your Lore skill when using it to make declarations as part of thaumaturgy preparation.*

Might:

Heavy Object Swing: Pure strength can compensate pretty well for a lack of skill sometimes. You may use your Might skill to make melee attacks with heavy objects.
Heavy Object Throw: Pure strength can compensate pretty well for a lack of skill sometimes. You may use your Might skill to make ranged attacks with heavy objects.
Clever Wrestling: You aren't easy to hold down. Treat all grapples that are made against you as though their strength was two shifts lower.
Power Over Finesse: Your unarmed attacks rely on brute strength rather than on clever technique. You may use your Might skill to attack unarmed.
Chain-Grab: It takes a lot of skill, but it is possible to wrestle two people at once. You may grapple more than one character at once. This requires you to split the result of your grapple roll among your targets as though you were making a spray attack.
Master Grappler: (Requires Wrestler) As a result of long training, some actions in a grapple have become instinctive to you. Pick one of the supplemental actions that you may take while grappling. You suffer no penalty for taking that action in a grapple.
Built Like An Ox: You are a solid block of muscle, and that lets you take a lot of punishment. Use your Might skill to determine the length of your physical stress track.

Performance:

Artist: You are an artist, obviously. Pick a genre and a medium. Add one to your Performance skill when dealing with something that is part of either your chosen medium or your chosen genre, and add two to your Performance skill when dealing with something that is part of both your chosen genre and your chosen medium.
The Complete Performer: An artist needs skills beyond just making art if he wants to be great. Fortunately, you have them. Whenever your Performance skill is complemented, restricted, or otherwise modified by one of your other skills, add two to that other skill.
Spellsinger: Music is magic, at least for you. You may use your Performance skill for spellcasting control.*
Playing To Expectations: Being a good actor requires being a good liar. You may use your Performance skill for the Falsehood & Deception trapping of the Deceit skill.
Jester: You are a comedian. Add two to your Performance skill when using it to make jokes and generally be funny.
Mixed Drinks: Some people paint paintings. Some people carve sculptures. You mix cocktails. Add two to your Performance skill when using it to make alcoholic drinks.
Target Audience: You know your audience. Pick a type of being. When playing to beings of that type, add two to your Performance skill.
Cult Following: (Requires Target Audience) You’ve got the kind of fans that most artists would kill for, and that some are killed by. When dealing with beings within your target audience, you may substitute your Performance skill for your Contacts skill.
Method Actor: A good actor can slip into his role so completely that his original self is consumed. Pick a type of being. You may use your Performance skill instead of your Deceit skill to impersonate that type of being. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
Acting Scary: (Requires Method Actor) Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, you may use your Performance skill instead of your Intimidation skill.
Favourite Subject Matter: You know one subject and you know it really well. Pick a topic. When producing art that pertains to that topic, add two to your Performance skill.
Building Upon The Mood: You know how to use the local ambience to maximum effect.  Add two to your Performance skill when tagging or invoking a scene aspect to boost a Performance roll.
Artistic Spirit: You might not actually be much of an artist, but you could have been a great one if your life had gone differently. Your Performance skill is considered to be Fantastic whenever it would complement, restrict, or otherwise modify another skill.

Presence:

Famous: You are very well known. Add two to your Presence skill when using it to determine your reputation.
In Control: People instinctively wait for you to say your piece. You may use your Presence skill instead of your Empathy skill to determine your social initiative.
Encouraging Leadership: People feel braver with your support. When leading a group you may have your Presence skill complement the Presence skills of the members of your group.
Authority Figure: You are in charge. Add two to your Presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).
Force Of Personality: Force of will and force of personality aren't really all that different. Use your Presence skill to determine the length of your mental stress track.
Stubborn: You don’t give up on an argument easily. You may take 1 additional mild social consequence.
Spin Doctor: You are an expert in social damage control. You may take 2 additional mild social consequences as long as you have an audience.
Pretty Fly For A Dead Guy: It’s not easy to pull of the “decomposing carcass” look, but you manage it somehow. Ignore two shifts worth of social penalties from Living Dead.*
Regal Attitude: You understand how to be powerful, which is much more difficult than it sounds. Use your Presence skill plus one to make Declarations related to power and who has it in any given social situation.
The Opinions Of Your Sort Are Irrelevant to Me: You just don’t really care about what certain beings have to say. Pick a type of being. You have armour: 1 against social attacks from that type of being.
Respect The Power: You have an inherent advantage in social conflicts because of your personal power. When you are in a position of obvious power, add two to your Presence skill.
Protected By Prejudice: The preconceptions of others make it difficult for them to act against you socially. Choose a common (but not universal) prejudice, like “the elderly should be treated with respect”. As long as that prejudice applies, you have armour 1 against all social attacks. This bonus stacks with other sources of social armour.
Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add two to your Presence skill when you are at work.
Welcome To My World: In your domain, you are more confident and people treat you better. Pick a place. Add two to your Presence skill when in that place.
Bolstered Presence: A person with some minions is always more powerful-seeming than someone with none. Add two to your Presence skill as long as you have some subordinates around.
Presence Of The Alpha: You look exactly the way an alpha male should. Add two to your Presence skill when using your physical appearance to impress people.
Animal Magnetism: Your natural charisma and confidence carry over to the animal kingdom. You may use your Presence skill for the Animal Handling trapping of Survival.
Minions, Attack!: (Requires Minions) You might not be good at fighting people, but you sure know how to point at a target. This stunt allows you to treat your minions as weapons rather than as independent characters. Minions are wielded with the Presence skill. The weapon rating, range, and other traits of a group of minions depends on their numbers, quality, and equipment. (Similar stunts could exist in Contacts and Resources.)
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. (Similar stunts could exist in Contacts and Resources.)
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. (Similar stunts could exist in Contacts and Resources.)
Morale Boost (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions. (Similar stunts could exist in Contacts and Resources.)
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. (Similar stunts could exist in Contacts and Resources.)
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. (A similar stunt could exist in Scholarship.)

Rapport:

Nothing Suits Me Like A Suit: The right suit can make a lousy point seem brilliant. If you're so well dressed, how could you possibly be wrong? As long as you are wearing a tailored suit, your Rapport attacks inflict two additional stress.**
Blank Face: Your facial expression doesn't reveal anything. Add two to your Rapport skill when using it to defend against an Empathy "read".**
Everybody's Buddy: People like you. You may use your Rapport skill for the Knowing People trapping of the Contacts skill.
Chat Up The Crowd: The difference between small talk and an information-gathering campaign is nothing more than scale. You may use your Rapport skill for the Gathering Information trapping of the Contacts skill.
Poker Face: You are an absolute master of politely revealing nothing. When Closing Down, your intentions aren't obvious until your opponent beats your Rapport.
Good Cop: Kindness is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Bad Cop stunt, add two to your Rapport skill. In addition, your social Rapport attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Bad Cop stunt as you make them.**
My Crowd Likes Me: You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Add two to your Rapport skill when using it to on that type of being. This bonus does not apply to attacks or to defence rolls.**
Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when using it as a defence when there's money at stake.**
Suave: You are gifted at talking your way past people – you may use your Rapport skill for the Brush-Off trapping of the Intimidation skill. Rapport-based Brush-Off attempts don't scare people; instead they render their targets starstruck.
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 from someone. Reduce the bonus provided by this stunt to one when it applies to a social attack.**

Resources:

Licenses for Everything: You have a licence, real or fake, to own everything under the sun. You may ignore up to two shifts of increased Resources difficulty that result from legal restrictions.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. You may ignore up to two shifts of increased Resources difficulty that result from item rarity.
I Get By: You aren't rich exactly, but somehow you never ever suffer from a lack of money. Treat your Resources skill as Fantastic whenever it would complement, modify, or restrict another skill.
Shut Up And Take My Money: You're very good at bribery, be it subtle or overt. Bribery-based attacks that you make with the Resources skill inflict two additional stress.**
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. Add two to your Resources skill when using it to buy or already own weaponry.
Improved Arsenal: (Requires Arsenal) You have access to an armoury better than that of some national armies. Ignore all legal restrictions when purchasing weaponry.
Money Talks: For some bizarre reason, everyone wants to talk to the guy who hands out money. You may use your Resources skill for the Gathering Information trapping of the Contacts skill.
Treasure: Your resources are rather old-fashioned: where most people have stocks and bonds, you have gold and jewels. Add two to your Resources skill when using it to buy or already own gold, jewels, and other such things.
Sponsored Resources: You have a powerful patron who will sometimes let you borrow money and goods. When you take this stunt, select an entity or organization of great wealth to be your sponsor. Once per adventure, 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. This is not related to and may be used in concert with the standard rules for using someone else's Resources.
Glitterati: Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on March 31, 2012, 05:14:21 AM
I was humming and hawing over Heavy Object [X], myself, and would certainly not see any immediate balance concerns with a combined version.

The standard format for the 'modification-modifiers' bothers me given the suggested option for longer-running campaigns of increasing the skill cap.  In any shorter game, they might as well be written so as to always treat the affected skill as being greater than that it modifies, so why not just come out and say precisely that as per Inhuman Strength?
I don't feel that a stunt should degrade in actual benefit (as opposed to comparative benefit) just because you've increased your base skill level.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 05, 2012, 02:30:13 AM
Sounds sensible to me. I'll make those edits.

And now I'm going to post the entire list. The first four posts will be the nicely edited final versions, while the last post will be the colourful and messed-up unedited version.

In case anyone's thinking of interjecting with a post in the middle of the list, please don't. It'd be inconvenient.

EDIT: I've also added the forgotten Weight Training stunt to the Might section.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 05, 2012, 03:01:09 AM
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.
The Advantage Of Familiarity: There are benefits to knowing a place really well. Pick a location or a small neighbourhood. Add two to your Alertness skill while you are 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.
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 Notice 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. You may 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:    

War Mount: You work together with your rider in order to defend yourselves. Add two to your Athletics skill when using it for defense while being ridden.
Protector: You are an expert at the protection of others. Add two to your Athletics skill when using it to create a block to protect another character. (A similar stunt could exist in many other skills.)
Sportsman: Sports are your life. Pick a sport. Add two to your Athletics skill when using it to play that sport.
Ball Toss: Throwing a basketball isn't very different from throwing a knife. You may use your Athletics skill to wield thrown weapons. You do not get any bonus from speed powers for these attacks.
Spell Sense: Through exposure to and training against spellcasters you have developed a nearly preternatural awareness of danger from magical attacks. As such, you can react to that danger sooner and more effectively. Add two to your Athletics skill when using it to defend against spellcasting (including enchanted items).
Reading the Line of Fire: You can tell where the bullets will go before the trigger is pulled. Add two to your Athletics skill when using it to dodge gunfire.
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.
Highly Mobile: You move abnormally easily, and you find it easy to do other things while moving. You may move one zone each turn as a supplemental action without taking the normal -1 penalty.
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 defense rolls against area attacks.
Unhindered Defenses: 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 defense 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 defense 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:

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.
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”. The difficulty of an attempt to “buy” something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
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.
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.

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.
Friends Everywhere: Your network of contacts extends around the world. You may ignore up to two points worth of penalties to your Contacts skill due to an unfamiliar area.
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 your Contacts skill, called Employment. You may use this trapping to find obedient subordinates in a particular category, chosen when you take this stunt. (Similar stunts could exist in Presence and Resources.)
Minions: (Requires The Boss) You have some loyal henchmen. You may use your Contacts skill to Declare that they are present, with a difficulty determined by the situation and the quality of your henchmen. (Similar stunts could exist in Presence and Resources.)
My Buddy Has One Of Those: Your friends are very willing to let you borrow whatever you need. You may use your Contacts skill instead of your Resources skill to “buy” things. Everything “bought” this way has the aspect “Not Actually Mine”. The difficulty of an attempt to “buy” something with Contacts may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
I'm Looking For Mr Brown: You are extremely good at tracking people down. When trying to find someone with your Contacts skill, add two to your Contacts skill and make the relevant rolls one time increment faster.
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.
Too Cool for School: All the kids wanna be just like you. Add two to your Contacts skill when dealing with young adults between high school and middle school age.
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.
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:

Sermonize: Your speeches are more about passion than presentation. Add a Sermonize trapping to your Conviction skill. This trapping can be used to speak about moral, ethical, and religious issues.
Righteous: You are nearly unstoppable when you’re doing what’s right. Add two to your Conviction skill when using it with your Righteousness power.*
Trust The Leader: Your faith in your boss, be it the archangel Uriel or Colonel Carrington, is absolute. Pick a being. You may take two additional mild social or mental consequences against attempts to make you think or act against 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.
Stubborn Faith:  You cling to your beliefs with amazing determination. You may take two additional minor consequences against attempts to make you act directly against the principles of your faith.
Shield Of Faith: Your faith protects you from harm, repelling those evil beings that cannot tolerate its power. You may use your Conviction skill instead of your Athletics skill to defend against attacks from characters that have catches related to faith.
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 have centred their lives around the same religion as you.
Shield Of Dogma: Words are meaningless against your fanatical will. You may use your Conviction skill for the social defence trapping of Rapport.
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.*
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.*
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.*
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.
Sunday School: Being religious means knowing about religion. Use your Conviction skill to determine your religious knowledge.

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.
Do You Like It? I Made It Myself: A weapon you made yourself is a weapon that you know really well. When you wield weapons that you built yourself, your Craftsmanship skill complements whatever other skill you use to wield that weapon.
Personalized Weaponry Engineering: Clever engineering can compensate for a lack of combat skill. When you take this stunt, pick a broad category of weapon. You may make weapons of this category with the special quality that you may wield them with your Craftsmanship skill. Such weapons will often include odd devices and unusual features that make their use very different from that of a normal weapon.
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.
Innovation Trumps Experience: Teaching yourself sorcery with a background in engineering means not using the “traditional" Crafting methods. The strength ratings of the enchanted items that you create are based off of your Craftsmanship skill.*
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.
Bricoleur: You are skilled at improvising when making, breaking, or repairing something.  Add one to your Craftsmanship skill when making Declarations and Assessments in the art of Bricolage ("to make creative and resourceful use of whatever materials are at hand (regardless of their original purpose)").
Skilled Bricoleur: (Requires Bricoleur) Your creativity at improvising is unparalleled. You may ignore up to two points of penalties to your Craftsmanship skill due to insufficient tools or materials.
Master Bricoleur: (Requires Skilled Bricoleur) Your skill and resourcefulness are unparalleled. When you engage in the art of Bricolage, your creations are cobbled together two time increments faster than normal and last two time increments longer than they would otherwise.
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: There is an art to making things quickly out of cannibalized parts. You find it easy, because the people who made the thing you took apart did most of the work. 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. When in an area that you have booby-trapped, you may make physical attacks with your Craftsmanship skill. The weapon ratings and ranges of these attacks depend upon the traps used to make them.

Deceit:

Feint: When it looks like you're going to go right, you go left. And vice versa. Add two to your Deceit skill when using it to maneuver in physical combat.
Superior Feint: (Requires Feint) They thought they had you, but they thought wrong. You may use your Deceit skill to defend against the physical attacks of characters who have aspects that you placed on them with a Deceit maneuver.
Data Manipulation: It's easy to fool someone when you have graphs to back you up. In your hands, charts and graphs are weapon 2 for Deceit attacks. There must be some sort of connection between the chart or graph and the attack, but it need not be a solid one.**
One Big Lie: Tell a lie long enough and you begin to believe it. Pick a statement that isn't true. Add two to your Deceit skill when using it to convince someone that that statement is true. Reduce the bonus provided by this stunt to one when it applies to a social or mental attack.**
Shield of Lies: Your lies run so deep that you almost believe them yourself. You may use your Deceit skill instead of your Presence skill to determine the length of your social stress track.
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.
It's Just Creative Lying: Really, acting is just an advanced form of lying. You may your Deceit skill for the Playing To An Audience trapping of the Performance skill when acting.
The Appearance Of Wealth: You seem like a wealthy and powerful person, regardless of the reality. You may use your Deceit skill for the Money Talks trapping of the Resources skill.
Wearing An Extremely Trustworthy Face: It's hard to disbelieve what those closest to you tell you. While successfully impersonating someone, your Deceit attacks inflict two additional stress to that someone's close associates.**
Founded Upon Lies: You are very good at turning innocuous lies into devastating ones. Whenever you invoke or tag an aspect that you created with a Deceit maneuver to boost a Deceit roll, add one 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 for the social defense trapping of the Rapport skill.
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 defend against attempts to discern or prove your involvement in a crime.**
Faustian Pact: Your job is to trick people into signing unfair contracts. When you make a social attack with Deceit to convince someone to make a deal, you may treat a written copy of the deal as weapon 2.**
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.
"Honest" Lawyer: Okay, maybe they don’t exist. But most people would say that you are one, anyway. Use your Deceit skill instead of your Scholarship skill to represent your legal knowledge.
Master Manipulator: You can treat other people like chess pieces and make it work. Add one to your Deceit skill when using it to make an attack designed to trick your target into following a preset plan of yours.**
"Good Intentions": Everyone you meet is certain that you intend nothing but what is best for everyone. Add two to your Deceit skill when using it to make a maneuver or Declaration based off of feigned benevolence or friendship.**
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 to make social attacks based off of persuasion.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 05, 2012, 03:01:59 AM
Discipline:

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

Driving:

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

Empathy:

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

Endurance:

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

Fists:

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

Guns:

Trained As A Unit: You were trained alongside the rest of your unit, and now that unit is like a single organism. Add two to your Guns skill when using it to make a maneuver while working together with at least one other character who has this stunt for the same unit as you. (A similar stunt could exist in many other skills.)
Team Player: You have been extensively trained to work together with others. Add two to your Guns skill when using it to make a maneuver to grant an aspect to an ally of yours. (A similar stunt could exist in many other skills.)
Killer Of Animals: Guns aren't for killing people: they're for killing animals. All attacks that you make with the Guns skill inflict two additional stress to mundane animals. (A similar stunt could exist in Fists or in Weapons.)
Long-Range Combat: You're most comfortable when your enemies are a ways away. Add one to your Guns skill when using it to attack from at least two zones away.
Killer of Many: You have killed a lot of people, but not so many monsters. All of your attacks with Guns inflict two additional stress to Pure Mortals. This stunt may be excessively broad in a game with an unusually high number of mortals, so GM discretion is advised. (A similar stunt could exist in Fists or in Weapons.)
Empty Mag Empty Room: (Requires Blaze Away) Sometimes you just have to fire every bullet you have. When you attack with a gun, you may choose to fire every bullet in your gun at once. If you do, each attack you make that exchange gets a +1 bonus.
Way Of The Gun: Guns are your area of expertise. You may use your Guns skill to build and repair firearms, and to make Declarations related to the modifications that you've made to your firearms. Add one to the stress inflicted by each attack you make with a gun that you either made or modified heavily.
Favoured Enemy: You've studied how to kill certain magical creatures. Choose a type of supernatural being. All attacks that you make with your Guns skill inflict two additional stress to that type of being. (A similar stunt could exist in Fists or in Weapons.)
Personal Arsenal: You own a great number of weapons, and you get new ones all the time. Use your Guns skill instead of your Resources skill when dealing with weaponry. (A similar stunt could exist in Weapons.)
Scope User: You know how to use a scope. Add two to your Guns skill when using it to make manoeuvres related to aiming while using a scope or laser sight.
Ammo Selection: There are many different types of bullet in the world, and each of them is suitable for a different situation. Given the chance to select and use ammunition appropriate to the situation, all of your attacks with Guns inflict two additional stress.
Sea Urchin Launcher Wielder: You are proficient in the use of the weapons of the Fomor people who live beneath the sea. Add one to your Guns skill when using it to attack with Fomor weapons.
This... Is My BOOMSTICK!: Somehow, talking like an action hero helps you shoot like one. Add one to your Guns skill when using it to attack with a shotgun, as long as you say a cheesy one-liner each time you attack.

Intimidation:

Scare 'em Straight: You are an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add one to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).**
Bad Cop: Cruelty is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Good Cop stunt, add two to your Intimidation skill. In addition, your social Intimidation attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Good Cop stunt as you make them.**
And Your Little Dog Too: People who shrug off the most brutal threats against themselves will often fold when their loved ones are threatened. When you make an Intimidation attack in which you threaten to harm someone other than the target of the attack, you inflict two additional stress.**
Rorschach-Style Information Gathering: You don't ask nicely when there's stuff you need to know. You may use your Intimidation skill for the Gathering Information trapping of the Contacts skill.
Scary Reputation: It’s at lot easier to scare someone if they’re already scared of your reputation. Use your Intimidation skill plus one to make Declarations about the terrible things people think you've done.
Polite Threats: (Requires Subtle Menace) It takes a special kind of person to make a death threat at a tea party. You are that special kind of person. You may use Intimidation without being rude or directly threatening someone.
I Find Your Lack Of Faith Disturbing: Really dedicated people are kind of scary. Add one to your Intimidation skill when using it to make attacks against someone whose Conviction skill is lower than yours.**
Torturer: You have the complete lack of mercy that is needed to torture someone properly. You may use your Intimidation skill to inflict mental stress as long as your target is entirely within your power.
Imposing Attitude: For some reason, people seem reluctant to disagree with you. Maybe it’s your cologne. You may use your Intimidation skill for the social defence trapping of the Rapport skill.
Threats Of Violence: Fear and pain: they’re like best buddies. You always try to keep them together. Your Intimidation attacks inflict two additional stress to people that you have physically harmed recently.**
Mesmerizing Gaze: Something about your eyes is frightening to people. Perhaps it's something similar to the effect behind a wizard's soulgaze. Add two to your Intimidation skill when using it to place an aspect on another character with a maneuver as long as you can make eye contact with your target.**
I Could Have You Killed: Having a bunch of minions makes you scarier. Scientific fact. You may treat your minions as weapon 2 for Intimidation attacks.**
Stirrer: You are very good at stirring up conflict amongst other people. Add to one to your Intimidation skill when using it to get one person angry with another.**
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 05, 2012, 03:04:20 AM
Investigation:

Improved Psychometry: Your investigative skills are geared more to the magical than to the mundane. Add two to your Investigation skill when using it with the Psychometry power.*
Supernatural Detective: You specialize in the sort of cases that most cops don’t even believe in. Add two to your Investigation skill when investigating magic.
Ask Around: Asking the right questions is a big part of being a good investigator. Use your Investigation skill for the Gathering Information trapping of Contacts.
Real Detectives Improvise: Most people need a number of skills to investigate properly, but you seem to do alright without them. Whenever you use a skill to investigate something or someone, you may spend a Fate Point to use your Investigation skill instead of that skill. For example, you could spend a fate point to use your Investigation skill instead of your Empathy skill when analysing suspects in conversation.
Make Them Slip Up: (Requires Real Detectives Improvise) You are adept at angering your suspects just enough to make them say something they wouldn't have normally. Use your Investigation skill for the Provocation trapping of Intimidation.
Little Lies: (Requires Real Detectives Improvise) Those who seek the truth tend to lie a lot. Sad but true. Use your Investigation skill for the Falsehood And Deception trapping of Deceit.
It’s Part Of The Job: (Requires Real Detectives Improvise) Sometimes looking like someones else is just part of a detective's job. You may use your Investigation skill for the Disguise trapping of Deceit.
Look Behind You…: (Requires Real Detectives Improvise) Following a suspect is easy; doing it without their knowledge is the trick, and you've got that trick down. Use your Investigation skill for the Shadowing trapping of Stealth.
I Will Find Out What I Want To Know: There's not much point being able to get information from a crime scene if you can't get information from a person. Use your Investigation skill for the Interrogation trapping of Intimidation.
Never Miss A Beat: You are a seasoned investigator, and your keen eye alerts you to danger. Use your Investigation skill instead of your Alertness skill to avoid surprise.
Reading Suspects: Part of being a good detective is knowing whodunit long before anything can be proved. You may use your Investigation skill instead of your Empathy skill when you have at least one piece of evidence indicating that your target is a criminal.
Investigative Reporter: Your writing style depends more upon good research than anything else. You may use your Investigation skill instead of your Performance skill for journalism.
Excellent Journalist: (Requires Investigative Reporter) It’s not complicated: you’re just a good journalist. Add two to your Investigation skill when using it to replace your Performance skill.
Specialized Detective: You might not be the most versatile investigator, but you’re good at what you do. Pick a topic. Add two to your Investigation skill when investigating that topic.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 05, 2012, 03:04:55 AM
Lore:

Blindingly Fast Change: You are able to shift forms in the blink of an eye – so fast that opponents are caught unprepared. You take no penalty to your main action when using a supplemental action to change shape (using the Beast Change or True Shapeshifting powers). Once per scene, when shifting forms and attacking as part of the same action, you may spend a Fate Point to add three to your attack roll.*
Spell Resistance: Your extensive practical experience with hostile magic helps you mitigate its effects. You have an armour value of 1 against all stress originating from direct applications of magic. This armour stacks with all other sources of armour that may be effective against a magical attack.
I Know Fairies: Your knowledge of the supernatural includes personal familiarity with the fey. You may use your Lore skill instead of your Contacts skill when dealing with the fey.
A Potion For Everything: You always have exactly the right potion for any situation. Add two to your Lore skill when using it to declare that you have a certain potion.*
Occult Crafts: There are some things you just don’t learn to build in shop class. Choose a type of item that has some connection to the occult, like shrunken heads or voodoo dolls. You may use your Lore skill to create or repair items of that type.
Occult Ceremonies: Is there really that much difference between a séance and a play? Pick a type of ceremony. You may use your Lore skill instead of your Performance skill to perform that type of ceremony.
Improved Supernatural Senses: Your occult senses are sharp. That’s all there is to it. Add two to your Lore skill when using it with a Supernatural Sense.*
A Loremaster Must Have A Library: You didn’t become the walking library that you are today without owning a real one. Determine the quality of your occult library with your Lore skill rather than your Resources skill.
Applied Knowledge: You can always come up with some little fact that gives you an advantage. Add two to your Lore skill when using it for the occult equivalent of the Declaring Minor Details trapping of Scholarship.
Thaumaturge: Thaumaturgy is about knowledge, more than anything else. And you have that knowledge. Add two to your Lore skill when using it to make declarations as part of thaumaturgy preparation.*

Might:

Heavy Object Attack: Pure strength can compensate pretty well for a lack of skill sometimes. You may use your Might skill to make attacks with heavy objects.
Weight Training: You can operate normally with a hundred pounds on your back. Treat your Might skill as infinite whenever it would complement, modify, or restrict another skill.
Clever Wrestling: You aren't easy to hold down. Treat all grapples that are made against you as though their strength was two shifts lower.
Power Over Finesse: Your unarmed attacks rely on brute strength rather than on clever technique. You may use your Might skill to attack unarmed.
Chain-Grab: It takes a lot of skill, but it is possible to wrestle two people at once. You may grapple more than one character at once. This requires you to split the result of your grapple roll among your targets as though you were making a spray attack.
Master Grappler: (Requires Wrestler) As a result of long training, some actions in a grapple have become instinctive to you. Pick one of the supplemental actions that you may take while grappling. You suffer no penalty for taking that action in a grapple.
Built Like An Ox: You are a solid block of muscle, and that lets you take a lot of punishment. Use your Might skill to determine the length of your physical stress track.

Performance:

Artist: You are an artist, obviously. Pick a genre and a medium. Add one to your Performance skill when dealing with something that is part of either your chosen medium or your chosen genre, and add two to your Performance skill when dealing with something that is part of both your chosen genre and your chosen medium.
The Complete Performer: An artist needs skills beyond just making art if he wants to be great. Fortunately, you have them. Whenever your Performance skill is complemented, restricted, or otherwise modified by one of your other skills, treat that other skill as infinite.
Spellsinger: Music is magic, at least for you. You may use your Performance skill for spellcasting control.*
Playing To Expectations: Being a good actor requires being a good liar. You may use your Performance skill for the Falsehood & Deception trapping of the Deceit skill.
Jester: You are a comedian. Add two to your Performance skill when using it to make jokes and generally be funny.
Mixed Drinks: Some people paint paintings. Some people carve sculptures. You mix cocktails. Add two to your Performance skill when using it to make alcoholic drinks.
Target Audience: You know your audience. Pick a type of being. When playing to beings of that type, add two to your Performance skill.
Cult Following: (Requires Target Audience) You’ve got the kind of fans that most artists would kill for, and that some are killed by. When dealing with beings within your target audience, you may substitute your Performance skill for your Contacts skill.
Method Actor: A good actor can slip into his role so completely that his original self is consumed. Pick a type of being. You may use your Performance skill instead of your Deceit skill to impersonate that type of being. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
Acting Scary: (Requires Method Actor) Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, you may use your Performance skill instead of your Intimidation skill.
Favourite Subject Matter: You know one subject and you know it really well. Pick a topic. When producing art that pertains to that topic, add two to your Performance skill.
Building Upon The Mood: You know how to use the local ambience to maximum effect.  Add two to your Performance skill when tagging or invoking a scene aspect to boost a Performance roll.
Artistic Spirit: You might not actually be much of an artist, but you could have been a great one if your life had gone differently. Your Performance skill is considered to be Fantastic whenever it would complement, restrict, or otherwise modify another skill.

Presence:

Famous: You are very well known. Add two to your Presence skill when using it to determine your reputation.
In Control: People instinctively wait for you to say your piece. You may use your Presence skill instead of your Empathy skill to determine your social initiative.
Encouraging Leadership: People feel braver with your support. When leading a group you may have your Presence skill complement the Presence skills of the members of your group.
Authority Figure: You are in charge. Add two to your Presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).
Force Of Personality: Force of will and force of personality aren't really all that different. Use your Presence skill to determine the length of your mental stress track.
Stubborn: You don’t give up on an argument easily. You may take 1 additional mild social consequence.
Spin Doctor: You are an expert in social damage control. You may take 2 additional mild social consequences as long as you have an audience.
Pretty Fly For A Dead Guy: It’s not easy to pull of the “decomposing carcass” look, but you manage it somehow. Ignore two shifts worth of social penalties from Living Dead.*
Regal Attitude: You understand how to be powerful, which is much more difficult than it sounds. Use your Presence skill plus one to make Declarations related to power and who has it in any given social situation.
The Opinions Of Your Sort Are Irrelevant to Me: You just don’t really care about what certain beings have to say. Pick a type of being. You have armour: 1 against social attacks from that type of being.
Respect The Power: You have an inherent advantage in social conflicts because of your personal power. When you are in a position of obvious power, add two to your Presence skill.
Protected By Prejudice: The preconceptions of others make it difficult for them to act against you socially. Choose a common (but not universal) prejudice, like “the elderly should be treated with respect”. As long as that prejudice applies, you have armour 1 against all social attacks. This bonus stacks with other sources of social armour.
Professional Attitude: You take your job so seriously that it’s hard to believe that you have a life outside of it. Add two to your Presence skill when you are at work.
Welcome To My World: In your domain, you are more confident and people treat you better. Pick a place. Add two to your Presence skill when in that place.
Bolstered Presence: A person with some minions is always more powerful-seeming than someone with none. Add two to your Presence skill as long as you have some subordinates around.
Presence Of The Alpha: You look exactly the way an alpha male should. Add two to your Presence skill when using your physical appearance to impress people.
Animal Magnetism: Your natural charisma and confidence carry over to the animal kingdom. You may use your Presence skill for the Animal Handling trapping of Survival.
Minions, Attack!: (Requires Minions) You might not be good at fighting people, but you sure know how to point at a target. This stunt allows you to treat your minions as weapons rather than as independent characters. Minions are wielded with the Presence skill. The weapon rating, range, and other traits of a group of minions depends on their numbers, quality, and equipment. (Similar stunts could exist in Contacts and Resources.)
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. (Similar stunts could exist in Contacts and Resources.)
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. (Similar stunts could exist in Contacts and Resources.)
Morale Boost (Requires Minions, Attack!) Your inspiring leadership makes your minions attack more enthusiastically. Add two to the weapon rating of your minions. (Similar stunts could exist in Contacts and Resources.)
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. (Similar stunts could exist in Contacts and Resources.)
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. (A similar stunt could exist in Scholarship.)

Rapport:

Nothing Suits Me Like A Suit: The right suit can make a lousy point seem brilliant. If you're so well dressed, how could you possibly be wrong? As long as you are wearing a tailored suit, your Rapport attacks inflict two additional stress.**
Blank Face: Your facial expression doesn't reveal anything. Add two to your Rapport skill when using it to defend against an Empathy "read".**
Everybody's Buddy: People like you. You may use your Rapport skill for the Knowing People trapping of the Contacts skill.
Chat Up The Crowd: The difference between small talk and an information-gathering campaign is nothing more than scale. You may use your Rapport skill for the Gathering Information trapping of the Contacts skill.
Poker Face: You are an absolute master of politely revealing nothing. When Closing Down, your intentions aren't obvious until your opponent beats your Rapport.
Good Cop: Kindness is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Bad Cop stunt, add two to your Rapport skill. In addition, your social Rapport attacks inflict two additional stress as long as you tag or invoke an aspect created by someone who has the Bad Cop stunt as you make them.**
My Crowd Likes Me: You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Add two to your Rapport skill when using it to on that type of being. This bonus does not apply to attacks or to defence rolls.**
Excellent Negotiator: You’ve been trained to negotiate the best deal possible. Add two to your Rapport skill when using it as a defence when there's money at stake.**
Suave: You are gifted at talking your way past people – you may use your Rapport skill for the Brush-Off trapping of the Intimidation skill. Rapport-based Brush-Off attempts don't scare people; instead they render their targets starstruck.
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 from someone. Reduce the bonus provided by this stunt to one when it applies to a social attack.**

Resources:

Licenses for Everything: You have a licence, real or fake, to own everything under the sun. You may ignore up to two shifts of increased Resources difficulty that result from legal restrictions.
Inexplicable Procurement: You can get a hold of anything, no matter how bizarre. You may ignore up to two shifts of increased Resources difficulty that result from item rarity.
I Get By: You aren't rich exactly, but somehow you never ever suffer from a lack of money. Treat your Resources skill as Fantastic whenever it would complement, modify, or restrict another skill.
Shut Up And Take My Money: You're very good at bribery, be it subtle or overt. Bribery-based attacks that you make with the Resources skill inflict two additional stress.**
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. Add two to your Resources skill when using it to buy or already own weaponry.
Improved Arsenal: (Requires Arsenal) You have access to an armoury better than that of some national armies. Ignore all legal restrictions when purchasing weaponry.
Money Talks: For some bizarre reason, everyone wants to talk to the guy who hands out money. You may use your Resources skill for the Gathering Information trapping of the Contacts skill.
Treasure: Your resources are rather old-fashioned: where most people have stocks and bonds, you have gold and jewels. Add two to your Resources skill when using it to buy or already own gold, jewels, and other such things.
Sponsored Resources: You have a powerful patron who will sometimes let you borrow money and goods. When you take this stunt, select an entity or organization of great wealth to be your sponsor. Once per adventure, 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. This is not related to and may be used in concert with the standard rules for using someone else's Resources.
Glitterati: Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 05, 2012, 03:10:25 AM
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 and 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.
Notable Scholar: You are known for the quality of your work. You may use scholarship instead of presence to determine your reputation.
Expert Appraisal: Through long experience you have developed an excellent sense of what things are worth. Increase your scholarship, investigation, or lore skill by 2 when using it to determine the value of an item.
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.
Gamer: You are very good at playing games. Whenever you use a skill to play a game, increase it by one.
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.
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.
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.
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.
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.
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.
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.

Stealth:

Sneak Attack: You prefer to attack by surprise. When preparing or carrying out an ambush, add two to your Stealth skill.
Deadly Shadows: It's easy to kill someone who can't see you, regardless of your skills. When attacking a character that cannot see you, you may use Stealth to attack instead of Fists, Weapons, or Guns.
Traceless: You don’t seem to leave footprints. The difficulty to track your movements is 2 shifts higher.
Among The Seaweed: You are a master of submersible subterfuge. Add two to your Stealth as long as you are at least partially underwater, and the difficulty of moving stealthily through water-based borders is reduced by two.
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:

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.
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.
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.
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.
They're In the Trees: Basic wilderness survival includes a great deal of stealth. Roll Survival instead of Stealth for hiding and setting ambushes and traps outdoors.
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.
Maelstrom-Weathering Indifference: Let the lightning bolts flash. They can't hurt you. Add two to any roll that you make to resist environmental attacks.
Frontiersmen 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.
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.
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:

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.
Weapon Focus: You've trained to use a specific type of weapon. Choose a type of weapon. Add one to your weapons skill while wielding 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.
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.
Lasso: You may make manoeuvres and attempt grapples with a lasso. A lasso has a range of one zone and is controlled with the Weapons skill.
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.
Backstab: You aren’t so much a warrior as an assassin. When attacking an unaware target, you may spend a fate point to inflict 4 additional stress with an attack.
Hidden Weapons: Your knowledge of weapons helps you conceal them. Use your weapons skill instead of your deceit skill to conceal weaponry.
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.
Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with the Weapons skill ignore 2 points of armour rating.
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.
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 defence 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 defence 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: (Requires Quick Draw) 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.
Bows Are Weapons: They totally are. You may use your Weapons skill to wield bows, including crossbows.
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.
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).
Know Your Blades: As a result of advanced training, you are able to recognize many styles of combat, using Weapons as a knowledge and perception skill focused on fighting. This enables you to make assessments and declarations related to fighting styles and fighting culture using your Weapons skill. Such rolls are made at +1.
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.
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.
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.
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.
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.
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: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 07, 2012, 07:25:31 AM
For most edits to this list, I've posted the original stunts and the edited versions together. Gonna try something different this time. I'm going to list the edits that I will make, then if there's no objections I'll edit the entire post in one go.

So, here are my planned changes:

-Programmer and Experimenter will be phrased as trapping adders.
-Studies and Notable Scholar will receive trivial rewordings.
-Expert Appraisal will be retooled to add an Appraisal trapping to Scholarship. It'll also be available for Investigation and Resources.
-Professional Teacher will just add a Teaching trapping to whatever skill you take it for. It'll be available in all kinds of skills.
-Quick Diagnosis will have its bonus increased to three time increments, because it's exceptionally specific.
-Gamer's gonna disappear.
-Plastic Surgeon will add a Plastic Surgery trapping to Scholarship. And I'll rewrite it so that it's effect is more loosely defined. It'll still work by creating, removing, and changing Aspects though.
-Scientist, Not Wizard will be broadened to cover all Rituals.
-Master Of Riddles will specifically be useful for attacks and maneuvers based around confusing people and making them feel dumb.
-A second Scholarship social attack stunt will be added that's useful for formal debating techniques.
-Pre-Prepared Counterpoint will use the social defence trapping of Rapport.

-Deadly Shadows will have its wording cleared up.
-Traceless will have its benefit increased to +3, since it's pretty darn narrow.
-Among The Seaweed and Silent Tank will be reworded slightly.

-Urban Survivalist and Supernatural Survivalism will be reworded slightly.
-Not sure what to do with Professional Panhandler. Any advice?
-They're In The Trees will be reworded slightly.
-Maelstrom-Weathering Indifference will become an armour stunt.
-Frontiersmen Have To Improvise, Superior Tracking, and Animal Magnetism will get small wording adjustments.

-Footwork will be reworded slightly.
-Weapon Focus will only boost attacks.
-Lasso will be reworded and opened up to Might users. I'll probably phrase it as a trapping adder.
-Master Of The Lasso will just give +1. No skill-switching nonsense.
-Backstab, Hidden Weapons, and Twist The Knife will be reworded.
-Defeat Armour will be made to apply only to armour from armour. In other words, it will be rendered ineffective against stunts and Toughness.
-Futuristic Weapon Proficiency will be moved to Guns, with a note saying that it would work under Weapons too.
-Not sure what to do with Excellent Formation. Any advice?
-Iajutsu and Warrior Culture will be rephrased.
-Enchanted Item Master and War Leader will be made to boost attacks only.
-Zatoichi will be reworded slightly.
-Two-Handed Training will be made to require an appropriately large weapon.

Any objections or suggestions? I'm still undecided on how to deal with a couple of stunts, as it says above.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 07, 2012, 07:55:56 AM
Professional Panhandler seems more appropriate as an aspect than as a stunt, to me.  It describes the source of the character's (probably rather low) Resources, not the source or mechanism of a substantial advantage.
If someone were to insist that a stunt by that name remain on the list, I would suggest that it move Resources' Lifestyle trapping to Survival.

Excellent Formation is...a bad stunt.  It requires at least 3 of at least 5 characters in a group to each spend 3 refresh on a specific stunt tree (itself a problematic design choice), incentivising each of those 3 characters to maximize their defense and armour ratings, and in exchange allows those characters to use the better of their own defense&armour or that of their teammate who's using a full defense.
In all likelyhood, this stunt, which itself costs 3 refresh over 3 characters, gives 2 characters a +2 to defense.  Sub-par.


Analysis of many of the remaining changes would require access to more detailed information, but I foresee no problems.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 07, 2012, 08:39:14 PM
Alright, I'll ditch those two unless someone comes up with something clever.

An edited version of the last post will probably go up tonight.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 08, 2012, 07:27:29 AM
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. Add a new trapping called Programming to your Scholarship skill. The Programming trapping is used to write, edit, and analyse computer code. This trapping goes beyond simple Computer Use and into the domain of professional computer people.
Studies: Your education blurs the boundaries between the magical and mundane. Pick a subject (eg. fortune-telling). Add one to your Lore and Scholarship skills when dealing with that subject.
Notable Scholar: You are known for the quality of your work. You may use your Scholarship skill for the Reputation trapping of the Presence skill.
Expert Appraisal: Through long experience you have developed an excellent sense of what things are worth. Add a new trapping called Appraisal to your Scholarship skill. The Appraisal trapping is used to determine the value of objects and to perform Assessments and Declarations concerning the qualities of objects. (A similar stunt could exist in Investigation or Resources.)
Professional Teacher: You not only know things, you know how to teach them. Add a new trapping called Teaching to your Scholarship skill. The Teaching trapping is used to teach people things associated with the Scholarship skill, and for social interaction with one's students. (A similar stunt could exist in many other skills.)
Quick Diagnosis: You've been a doctor long enough that making diagnoses is routine. You may make medical assessments three time increments faster.
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.
Plastic Surgeon: You know how to rearrange someone’s face permanently. Add a new trapping called Plastic Surgery to your Scholarship skill. The Plastic Surgery trapping is used for maneuvers and Declarations that affect the appearance of one's patients. With a sufficiently high roll, it can even inflict consequences or alter permanent aspects.
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. You may use your Scholarship skill to determine the base complexity of any rituals you perform.
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 and maneuvers intended to confuse and overawe people. Such attacks and maneuvers can be defended against with Rapport, Scholarship, or Empathy.
Formal Logic: Arguing is, in fact, a thing that you can learn in school. You may use your Scholarship skill to make social attacks and maneuvers that are phrased as logical arguments. Such attacks and maneuvers can be defended against with Rapport or Scholarship.
Pre-Prepared Counterpoint: You’ve heard that argument before, and you know how to defeat it. You may use your Scholarship skill for the social defence trapping of the Rapport skill.
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.
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.
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.

Stealth:

Sneak Attack: You prefer to attack by surprise. When preparing or carrying out an ambush, add two to your Stealth skill.
Deadly Shadows: It's easy to kill someone who can't see you, regardless of your skills. When attacking a character that cannot see you, you may use your Stealth skill to instead of your Fists, Weapons, or Guns skills.
Traceless: You don’t seem to leave footprints. The difficulty of any attempt to track your movements is three shifts higher then it normally would be.
Among The Seaweed: You are a master of submersible subterfuge. Add two to your Stealth skill as long as you are at least partially underwater, and reduce the difficulty of moving stealthily through water-based borders by two.
Silent Tank: For some strange reason, you are capable of sneaking around while wearing 30 pounds of steel plate armour. You may ignore up to two shifts worth of penalties to your Stealth rolls from encumbrance.

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.
Urban Survivalist: You prefer the concrete jungle to the leafy one. Add one to your Survival skill as long as you are in an urban environment. Furthermore, you may use every trapping of the Survival skill while in a city.
Supernatural Survivalism: You've spent time in the Nevernever and have a pretty good idea of how to survive there. Add two to your Survival skill as long as you are in the Nevernever.
They're In the Trees: Basic wilderness survival includes a great deal of stealth. You may use your Survival skill for the Hiding and Ambush trappings of the Stealth skill as long as you are outdoors.
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.
Maelstrom-Weathering Indifference: Thunderstorms don't scare you. Sometimes you don't even notice them. You have an armour value of 1 against all environmental stress. This armour stacks with all other sources of armour.
Frontiersmen Have To Improvise: Making stuff out of the things around you is an integral part of wilderness survival. You may use your Survival skill instead of your Craftsmanship skill to build things out of scavenged materials.
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.
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 instead of your Rapport skill to seduce people.

Weapons:

Footwork: 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 defence trapping of Athletics as long as you are wielding a melee weapon.
Weapon Focus: You've trained to use a specific type of weapon. Choose a type of weapon. Add one to your Weapons skill when using it to attack with 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.
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.
Tie 'Em Up: It's actually quite possible to tie a guy up in the middle of a knife fight. It just requires a little bit of skill. As long as you have a lasso, a fighting chain, a set of bolas, or some similar weapon, you may use your Weapons skill to maneuver and grapple against targets up to one zone away. (A similar stunt could exist in Might.)
Master Of Restraints: (Requires Tie 'Em Up) You are very good at restraining people with weapons. Add one to your Weapons skill when using it with your Tie 'Em Up stunt. (A similar stunt could exist in Might.)
Backstab: You aren’t so much a warrior as an assassin. Once per scene, when ambushing someone, you may spend a Fate Point to inflict four additional stress on a successful attack. This stacks with all other damage-increasing stunts.
Hidden Weapons: Your knowledge of weapons helps you conceal them. You may use your Weapons skill to conceal weaponry.
Twist the Knife: You know how to exploit the wounds of your opponents. Add one to your Weapons skill when tagging or invoking one of a character's consequences to benefit a Weapons attack against that character.
Defeat Armour: You are a master of finding weak spots in a coat of armour. All of your attacks with the Weapons skill ignore two points worth of worn armour.
Mounted Combat: You know how to fight from atop a horse. Add one to your Weapons skill when using it to attack while riding an animal.
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 defence 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.
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: (Requires Quick Draw) You are trained in iaijutsu, the art of drawing a sword. The first attack you make with a sword each scene inflicts two additional stress. Furthermore, you may add one to your Weapons skill when making it.
Bows Are Weapons: They totally are. You may use your Weapons skill to wield bows, including crossbows.
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.
Warrior Culture: There’s a certain fellowship among those who fight for a living. You may use your Weapons skill in place of your Contacts skill when dealing with other warriors. Anyone for whom combat is the centre of life is a warrior as far this stunt is concerned.
Know Your Blades: As a result of advanced training, you are able to recognize many styles of combat, using Weapons as a knowledge and perception skill focused on fighting. This enables you to make assessments and declarations related to fighting styles and fighting culture using your Weapons skill. Such rolls are made at +1.
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 attack with an enchanted item.
War Leader: Your subordinates bring out the best in you. Pick a group of people. Add one to your Weapons skill when using it to attack while commanding those people in combat.
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 fighting are very useful in situations where everyone is blind. Add one to your Weapons skill when using it to attack an opponent who cannot see clearly.
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 make an attack with your Weapons skill against a target who is wielding a weapon of the same type as you, that target takes a -1 penalty to their defense roll.
Two-Handed Training: Two hands > one hand. Attacks that you make with your Weapons skill using a two-handed weapon held in both of your hands inflict two additional stress.
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 using it to make 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.
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 defence.
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: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 08, 2012, 07:29:10 AM
Okay, I made some unplanned changes.

I limited Mounted Combat to boosting attacks.
I restricted stunts to their linked skill wherever there was any possibility that they could be used with another skill.
I moved the Weapon Body stunts to Fists so that they move all of Weapons into Fists rather than the other way around. They work better this way.
I renamed the Lasso stunts.
I ditched the Experimenter stunt because, as it turns out, experimentation is a basic part of Scholarship's research trapping.
Didn't change Superior Tracking at all, after all.
Limited Backstab to once/scene.

Here are the stunts that have been moved out of the last post:

Futuristic Weapons Proficiency: You're either from the future or very up to date about weapons technology. Increase your Guns skill by one when using it to attack with cutting-edge prototype weapons or weapons from the future. (A similar stunt could exist in Weapons.)

Battlefield Schooling: (Requires Armed Arts) Years of combat experience have given you extensive knowledge of weapons and their use. You may use your Fists skill for the Weapon Knowledge trapping of the Weapons skill.
Armed Supremacy: (Requires Battlefield Schooling) All forms of combat are as one to you. You may use your Fists skill in any situation where you would normally use your Weapons skill.

Anyway. The list is very nearly done. All that's left is to look over the thing and to see if anything looks off.

So let me ask y'all for a favour. Read the list. The whole thing, preferably. And if anything looks less than absolutely perfect, say so. Because when this is over, I want it to be over.

I intend to have the whole project over and done with on Easter Monday. So that's when I plan to update the Resources Board thread.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 08, 2012, 08:18:46 AM
Know Your Blades contains superfluous benefits, knowledge about fighting styles (and thus the ability to make declarations and assessments regarding them) is already included in the Weapons skill.  Merely expanding that to include 'fighting culture' and applying a +1 bonus seems a bit weak.

War Leader seems to provide a counter-intuitive benefit.  It would seem more appropriate, to me, for a stunt by that name under Weapons to move the Command trapping of Presence to Weapons for dealing with soldiers (as well as anyone else who happens to be in or around a combat or similar situation) and provide a +1 bonus for that purpose.
A stunt providing War Leader's benefit, on the other hand, would seem to me to be better served by the title 'Lead from the Front' or something of the sort.

Combat Sense' 'even if compelled' clause is inappropriate.  If they can't take penalties from that situation, then they can't reasonably be compelled for that purpose.  And if they can be compelled for that purpose, then a mere stunt isn't going to change the result.  Wash, rinse, repeat for the enemy-invoke clause.

Mirror Stance should probably just be simplified to provide a +2 to weapons for the purpose of defending against attacks made with an appropriately similar weapon (the margin of error for which should probably be clarified).
Reflection Shatters the Mirror could probably use a similar edit, being careful to word it in such a way that the bonus applies only to the target(s) who happen(s) to be wielding appropriate weaponry.

Focused Strike does not provide the benefit it describes.  It makes aiming easier rather than making attacks more devastating if the attacker had the opportunity to aim.

Jump Attack and Gravity Helps both grant rather standard-issue benefits.  This is not something I'd expect from stunts which have 2 prerequisites.

I really have no idea what Precision Strike is trying to accomplish other than guaranteeing a sticky maneuver, which would only require half of the provide bonus.  This I would call a bad thing.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 10, 2012, 02:54:06 AM
Agh, dammit. I meant to have this reply done yesterday. I guess I'll have to push back the finish line a bit.

If you have any of these comments for earlier posts, please make them. They're very helpful.

Know Your Blades is mostly there as permission for Declarations, so to speak. But now that I think about it, I might be the only GM who uses stunts that way. I'll broaden it a bit.

I will take your suggestions for War Leader.

Combat Sense was written to accommodate various different approaches to modelling blindness. As a result, it's slightly incoherent. I think I'll switch it back to negating 2 points of penalties. And I'll add a note saying that it doesn't work in games that model blindness differently.

Mirror Stance and Reflection Shatters The Mirror is the way it is thanks to the intent of the original author. I think it's weird, personally, but it works so I don't plan to change it.

Will change the fluff of Focused Strike.

The jump stunts are a bit boring for stunts with pre-reqs, I admit. But while pre-reqs do let you push the envelope, they don't mean that you have to do so. So I think I'll leave them as is.

Precision Strike guarantees stickiness, helps with spin if that rule is in use, and makes it harder to remove the resulting aspect since most people seem to use the maneuver result as the difficulty to counter the maneuver. Do you think that that's enough of an effect? If not, what changes do you suggest?
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 10, 2012, 03:38:29 AM
Spin only applies to defense rolls, so Precision Strike won't affect that.

It affects 'thresholds of success' which I had assumed was a reference to 'degrees of success', in which case it would not make the resulting maneuver more difficult to remove, as that is a measure of how much beyond a minimum success you have achieved, not a measure of how many shifts you actually garnered, which is the basis often used, as you say, for determining the difficulty to remove a maneuver.

The problem with that is that I really don't know what this stunt WAS meant to do.  Because it doesn't really do much of anything meaningful. (sticky-ness isn't worth anything near a whole refresh, even at stunt prices)

Personally, I would rework the stunt in its entirety. 
Judging solely based on the name of the stunt, and that it works with generating maneuvers, I would suggest increasing the bonus value granted by tags of appropriately placed maneuvers.
Perhaps:
'When you or an ally tag a Weapons maneuver you placed on an enemy to gain a bonus to an attack against that enemy, it provides an additional +2 bonus to their attack against that enemy.'

The language includes some redundancy that might be able to be cleaned up, but it's there to prevent shenanigans like a single-target maneuver somehow making an entire zone worth of enemies more vulnerable to a fireball.
Title: Re: Cleaning Up The Stunt List
Post by: Silverblaze on April 10, 2012, 04:21:44 AM
I'll be honest, I'm not scrutinizing these as I know we've discussed most of them.

I am skimming and so far I am not finding much to talk about. 

I'm also rather busy only able to be on the forums for a bit at a time.  Apologies for my relative silence on the matter.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 10, 2012, 04:42:19 AM
@Silverblaze: Fair enough, I really shouldn't be spending time here either. Should be studying for exams. But whatever.

@Tedronai: Oops, forgot that my approach to spin is idiosyncratic. But the threshold of success thing is easily corrected.

But you're right, the intended effect is unclear and the stunt could use a rewrite. So let's contact the writer of the stunt. I'm sending computerking a PM, hopefully he'll clear things up for us.

@everyone: And now I'm going to do what Tedronai just did, but for the whole list and from my own perspective. Hopefully my biases won't lead me to miss anything important.

Had to force down my nitpickiness to do this, otherwise half the stunts would be getting reworded.

Planned changes:

The Boss will be rephrased to match the other trapping adders. And I'm removing the "in a particular category" restriction, because it seems pointless. I'm also going to make its effects clearer.

Minions is going to disappear. I don't think you need a stunt for this.

Stunts building off of The Boss will be moved into Contacts for clarity's sake. And Minions will be replaced with The Boss in prereqs.

Sermonize will be rephrased to match the other trapping adders. And its effects will be made clear.

It's Part Of The Job needs a typo corrected.

Occult Ceremonies should really be a trapping adder. I don't know if Performance actually does ceremonies.

Artistic Spirit needs to be brought into line with the other modification stunts.

Blank Face doesn't need the **.

I Get By needs to be brought into line with the other modification stunts.

Strategist will be rephrased slightly to match the other trapping adders. And it will be removed from Scholarship, on account if it already being in Presence.

Maelstrom-Weathering Indifference will be made to only work against physical stress.

Any objections to these planned changes?
Title: Re: Cleaning Up The Stunt List
Post by: computerking on April 10, 2012, 09:56:42 AM
Precision Strike guarantees stickiness, helps with spin if that rule is in use, and makes it harder to remove the resulting aspect since most people seem to use the maneuver result as the difficulty to counter the maneuver.
This is what Precision strike was meant to do.
My fault for the confusing language on the original effect. I wanted a stunt for the guy who can hobble a target at will, for example.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 11, 2012, 05:16:48 AM
Okay, I'll have it make maneuvers sticky and boost the difficulty to remove them. Seems a touch weak still, but not unacceptably so.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 14, 2012, 03:15:14 AM
Alright, everyone. It's done. See the final product here (http://dl.dropbox.com/u/43356063/Homebrew%20Stunt%20List%20%28Revised%29.odt).

Is it not beautiful?

If there are no objections to what I have here, I'll update the Resources thread tomorrow.

Anyway, now that the project is essentially over, I want to thank you all.

This was quite a big project, and a fairly tedious one. Simply reading the entire stunt list is a decent bit of work. Working out what's wrong with it is obviously even more work.

But you guys were willing to read the whole thing and to tell me what was wrong with it. And when I was wrong about something, you made sure I knew it.

What's more, projects like this are much easier to do when you have other people to motivate you. I would have given up on this ages ago if not for y'all.

So I'm really grateful to everyone who worked on this.

Give yourselves a round of applause.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 14, 2012, 03:25:13 AM
'project over'...you're funny.

I'll give the list another read through tonight and possibly tomorrow (it's a big list) and post any concerns or suggestions here in chunks as I go.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 14, 2012, 03:43:13 AM
Hopefully, you'll come back tomorrow saying "IT'S PERFECT! CHANGE NOT ONE WORD OF THIS FLAWLESS MASTERPIECE!".

But of course you shouldn't say that unless it's true. And I don't think it is.

Anyway, thanks again for the extra revision.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 14, 2012, 07:23:19 AM
Sentry: 'as long as you stand and watch' is a problematically vague condition, and the bonus does not seem to be in line with the description given
suggest 'endurance never restricts your Alertness skill due to lack of rest, you gain a +1 bonus to Passive Awareness so long as you have remained in the same zone since the previous exchange'
(better defining the condition for the bonus, and splitting the benefit to more appropriately reflect the description given)

Notice Tell: should specify social maneuvers/attacks so as to preclude interactions with other stunts as well as powers such as Incite Emotion, and to keep it from being overly broad

Master of the Tell: see above



Sportsman is overly broad, covering ALL trappings of athletics in an insufficiently limiting scenario (I seem to recall this having been discussed previously, but do not recall details beyond that)

Grew Up Doing This should include parameters or at least examples for what constitutes a reasonable definition of 'environment'

Land On Your Feet could use a rework to eliminate essentially the same problem suffered by Off-hand Weapon Training
recommend +2 to the post-halving result rather than eliminating the halving

Spring-Heeled: this stunt is strictly superior to the canon stunt 'mighty leap'.  it duplicates effectively the same benefit but in all applicable trappings of athletics instead of in a single trapping
suggest removing this stunt and replacing it with Mighty Leap for the purposes of those stunts that treat it as a prerequisite

Fight by Jumping: in accordance with the above change, remove the word 'further' in reference to this stunt's bonus; specify that the maneuvers are created with athletics

'The §$%& Bastard Will Not Escape' sounds more like an aspect than a stunt
this stunt is also worded so as to apply to all trappings of athletics in an insufficiently narrow scenario
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 14, 2012, 08:45:23 AM
(going to divide into multiple posts to stave off wall-of-text syndrome; I'll try to keep the multi-posting from getting out of hand)

Security Expert could use a language clean-up
replace 'blocking' with 'against'
replace 'the same target' with 'a target you have successfully Assessed using the Casing trapping to uncover flaws in their security'
replace 'as long as you have a chance to' with 'representing your attempts to'
specify that the time required to set up such a block, and its duration are at the discretion of the GM

Specialized Criminal is yet another example of a stunt inappropriately applying to the whole of a skill

Lupin: see above

Burglar's Signature: see above

Absolute Authority: see above

Friends Everywhere: see above

Chain of Command: see above

The Boss: the purposes, uses, and benefits of this trapping need to be better spelled out

Minions, Attack!: the means of determining weapon rating, range, etc. need to be better spelled out

Minions, Defend!: replace 'to defend against physical attacks' with 'for the Dodging trapping of Athletics'

Coordinated Attack: replace 'with your minions' with 'using the benefit of Minions, Attack!'

Human Wall: specify Dodging trapping as above

I'm Looking for Mr Brown: Maybe it's just me, but this seems to be effectively a +5 stunt
it moves the tracking trapping to Contacts or creates an equivalent trapping to the same end
it provides a +2 bonus for that purpose
it provides a benefit equivalent to a +1 bonus for that purpose
recommend dropping all bonuses and rewording it as a trapping mover/adder

On the Watch needs to specify reasonable limits for the broadness of the topic affected or provide examples to the same effect

Member: I'm going to just start referencing these as 'whole skill'

Too Cool for School: whole skill

Networking: whole skill

Salesman's Network: whole skill, but possibly more narrow than other examples of this issue; I'm wary, but might be convinced

Network of Informants: this one has two distinct problems
firstly, the broadness of appropriate subjects needs to be defined
secondly, it provides a +2 bonus to two trappings, which, unless the above is exceptionally narrow, makes this stunt a 2-for-1 deal



(it seems I may have underestimated the time investment required for this; I'll start on Contacts sometime after I wake up...later today)
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 14, 2012, 05:43:37 PM
(I meant conviction, as I had obviously already been working on the contacts stunts; and this is why I went to sleep)


Fire And Brimstone: not quite whole skill, but should specify a trapping, either 'social attacks' (personal preference) or 'threats' (poorly defined in the RAW, and contains clauses that would make necessary additional language in this stunt)

Religious Contacts: moves whole skill under condition; extremely wary

Boosted Hexes needs a slight language tweak, add 'for the purposes of calculating the shifts of power necessary for you to deliberately hex it'

You Do Not Want To See My Soul:  the +1 limit to attack-boosters has no escape clause for particularly limiting conditions on its use; consider changing to +1 attack, +1 stress as a compromise
further (a minor issue) the name of this stunt seems more appropriate as an aspect; consider renaming

Lay On Hands: this is a stunt+, moving a trapping from scholarship and providing an additional benefit that that trapping explicitly lists as requiring a stunt even for users of scholarship (see canon stunt 'doctor')
suggest splitting into two, with this stunt as a prerequisite


From Another Time: whole skill

Bunker Builder: specify that duration of preparation and duration of effect are subject to GM discretion

Bricoleur: whole skill, but at least it's not a +2; still a problem

Skilled Bricoleur: whole skill, and with no true limiting conditions, to boot

Master Bricoleur:  2/3 trappings at +2 equivalent, with 2 prerequisites but no true limiting conditions; I might be convinced at half current benefit

Big Pocking Wrench: 2/3 trappings at +2, with a highly improbably condition (show me how you're going to gain a benefit to fixing a modern radio by using a giant wrench)

Scavenger: significant overlap with the Bricoleur tree, and +2 to two trappings

Sneaky Bastard: add usual prep time and duration discretionary clause


Feint: add a description of the general sort of aspects to be created with this stunt

Superior Feint: specify Dodging trapping of Athletics
add 'via the Feint stunt'; it doesn't make sense for this stunt to benefit you as a result of you having identified yourself with a pseudonym

One Big Lie: specify Falsehood and Deception trapping

Impenetrable Bluff: use definition rather than word 'bluff' in crunch section
specify a single trapping, probable Falsehood and Deception

Wearing An Extremely Trustworthy Face: (sounds more like an aspect name; consider renaming)
either specify between Cat and Mouse vs Falsehood and Depection or drop bonus to +1

Founded Upon Lies: specify aspects created via Falsehood and Deception

Houdini: no existing trapping seems appropriate to receive this bonus; suggest reworking to instead add such a trapping, or use Defensive Lies as a prerequisite and apply the bonus to that trapping (preferred)

Faustian Pact: specify Cat&Mouse trapping; add 'for that attack' (y'know, to prevent this stunt from turning contracts into handguns)

Illusions of Grandeur: specify First Impressions trapping

'Honest' Lawyer: minor language tweak: 'Deceit skill as a knowledge skill for legal matters instead of your Scholarship skill.'

Master Manipulator: specify between Cat&Mouse vs Falsehood&Deception

'Good Intentions': specify trapping
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 15, 2012, 08:29:08 AM
I'm not awake enough right now to respond in detail, but there's something I'd like to point out immediately.

Stunts are allowed to boost entire skills if they have limiting conditions of some sort. As long as the stunt boosts no more than half of the skill's uses, it's kosher.

For canonical examples of whole-skill-boosting stunts, see:

Car Mechanic
Honest Lies
Pilot
Won't Get Fooled Again
Filthy Lucre

and some stunts in OW that I can't be bothered to look up.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 15, 2012, 08:59:13 AM
'Limiting conditions' are the default for nearly all possible stunt effects, but I do concede that there are some example stunts in the rulebooks that do not abide by the guidelines for creating stunts in YS. (and some of those simply don't make sense when interpreted as written; for instance, having caught someone in a lie somehow makes it substantially easier to provide them with psychotherapy than if they had simply told the truth)
More to the point, though, I do not view my comments on these stunts as a mandate that they must be changed, only a list of concerns and suggestions that I would hope be considered sincerely and critically.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 15, 2012, 07:51:21 PM
Certainly didn't mean to accuse you of giving orders or anything, sorry if it came across that way.

But the "whole skill" stunts are not a mistake. I regard them as the one of the ways stunts are supposed to work, and I feel pretty confident in my opinion.

What matters is how often you get the bonus and what the bonus boosts.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 15, 2012, 08:26:58 PM
Even where those 'whole skill' stunts are strictly superior rewrites of canon stunts that do follow the guidelines? (see Spring-heeled vs Mighty Leap)

According to YS148, a 'broad application' of a single trapping earns you a +1 bonus.  How narrow does an application have to be, then, to be applied to all trappings of a skill?  And how much more narrow for the bonus to be +2?
I don't necessarily have a problem with using the printed examples to infer more options than listed in the guidelines, but I would at least have those options reasonably codified and consistent.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 16, 2012, 04:56:20 AM
Stunts can and do give +2 to entire trappings. It's not even unusual. See:

On My Toes
Paranoid? Probably.
Fleet Of Foot
Human Spider
Ear To The Ground
Rumourmonger
Calm Blue Ocean
Like The Back Of My Hand
The Social Graces
Gun Nut
Infuriate
You Don't Want Any Of This
Pin The Tail (this one even has an extra benefit)
Finely Tuned Third Eye
Mighty Thews
Personal Magnetism
Lush Lifestyle
High Quality Workspace

The restriction on a stunt bonus can be more or less anything, as long as it prevents the stunt from boosting the skill more than half the time.

It says so in the Building Mortal Stunts section of YS (page 147). At least, that's the way I read that section.

I'll get to individual stunts next post.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 16, 2012, 05:15:10 AM
Stunts can and do give +2 to entire trappings. It's not even unusual.

See above re: example stunts failing to follow the creation guidelines.  I was under the impression that this was commonly understood.


The restriction on a stunt bonus can be more or less anything, as long as it prevents the stunt from boosting the skill more than half the time.

It says so in the Building Mortal Stunts section of YS (page 147). At least, that's the way I read that section.
Except where that flies directly in the face of any reasonable interpretation of the enumerated options, which begin on page 148.
A broad application of a single trapping being representative of half of all uses of that skill is an anomaly, and that is described as being limited to a +1 bonus.
The only Trappings that I can think of off hand where a moderately restrictive application could exceed half of all uses of that stunt would be in cases such as Fists attacks, a skill that is notably anemic to the point of causing balance issues even in this system.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 16, 2012, 05:33:51 AM
Good points about Alertness stunts.

Sportsman was discussed starting here (http://www.jimbutcheronline.com/bb/index.php/topic,29719.msg1265559/topicseen.html#msg1265559). I'm considering ditching it, what do you think?

Will edit I Grew Up Doing This.

I don't mind if Land On Your Feet provides an unusually large bonus in some cases. I cannot imagine a scenario where resistance to falling damage breaks anything.

Spring-Heeled is not strictly better than Mighty Leaps. Mighty Leaps is better when moving past multiple borders at once. And it's useful when mixing jumps into sprint actions. Spring-Heeled lacks those benefits. But I should clear up its wording a bit, now that I look closely.

I disagree about The §$%& Bastard Will Not Escape. Can't recall a single time this would have been useful in my time playing this game. And I don't mind if the stunt names are a bit aspect-y.

Will edit Security Expert.

Will edit The Boss. (Disappointed about this one, I tried to make it clear.)

Minions, Attack! is intentionally vague. I think it's too complex to nail down properly in a stunt writeup. And I'd expect different groups to handle it differently.

Will follow suggestions concerning other Minion stunts.

I'm Looking For Mr. Brown is supposed to boost only a very specific application of Gathering Information. Will make that clear.

Will clarify On The Watch.

Network Of Informants ties back into what I was saying before.

Will clarify Fire And Brimstone.

I, also, am wary of Religious Contacts. But it's probably not too bad as written. It's pretty narrow, you know?

Will edit Boosted Hexes.

Soulgaze attacks are rare and not very powerful. A +2 bonus seems fair to me, as an exception.

My impression from reading the canon Doctor stunt is that justifying physical consequence recovery is practically free. Doctor is as good as Scientist even without the recovery justification. And Wizard's Constitution is free anyway. So I figured I could tack it onto Lay On Hands without too much trouble. Although now that I reread it, it can be taken not to give that benefit. Not sure whether to edit.

Will clarify Bunker Builder.

Bricoleur only boosts Declarations and Assessments.

The latter two Bricolage stunts totally have limiting conditions. Not sure what you're saying.

Big Pocking Wrench might be a bit weak, but oh well.

Will make all suggested Deceit edits, with the exception of the ones that say "specify trapping" for a stunt other than Illusions Of Grandeur.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 16, 2012, 06:01:14 AM
See above re: example stunts failing to follow the creation guidelines.  I was under the impression that this was commonly understood.

Except where that flies directly in the face of any reasonable interpretation of the enumerated options, which begin on page 148.
A broad application of a single trapping being representative of half of all uses of that skill is an anomaly, and that is described as being limited to a +1 bonus.
The only Trappings that I can think of off hand where a moderately restrictive application could exceed half of all uses of that stunt would be in cases such as Fists attacks, a skill that is notably anemic to the point of causing balance issues even in this system.

There are roughly 103 stunts in YS. I listed 18 of them in my previous post. And there were more marginal examples that I left out.

This is not a few isolated mistakes. This is the dominant paradigm.

The majority of the material on stunts supports my position here. The examples, the rules text, everything except the list of bullet points that gives guidelines for stunt creation.

Moreover, my position is more sensible from a balance perspective. Not all trappings are created equal, and there are plenty of them that could get a blanket +2 without issue.

PS: 50% is the limit, not the base. I generally aim below that because I know that people will do what they can to use their stunts as much as possible.
PPS: Thanks again for taking the time to talk about this.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 16, 2012, 06:38:57 AM
I was just in the middle of a detailed point-by-point response to the sections I would contest and suffered a power outage.  This is why I miss my laptop.
I'll get back to this tomorrow.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 16, 2012, 08:27:37 PM
Well that sucks.

Looking forward to your reply.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 16, 2012, 10:11:17 PM
Sportsman was discussed starting here (http://www.jimbutcheronline.com/bb/index.php/topic,29719.msg1265559/topicseen.html#msg1265559). I'm considering ditching it, what do you think?
In the absence of a reasonable means to balance this stunt, I see little alternative.


I don't mind if Land On Your Feet provides an unusually large bonus in some cases. I cannot imagine a scenario where resistance to falling damage breaks anything.
The problem I see is not an unusually large bonus, but an unusually variable one.  A character optimized to make best use of this stunt could conceivably bring in effective bonuses as high as +6 on a relatively regular basis.  It is also equally conceivable that a character who does not priororitize athletics but who takes this stunt could reap no benefit whatsoever from using it on a similarly regular basis (as compared to opportunity, not strict frequency).


Spring-Heeled is not strictly better than Mighty Leaps. Mighty Leaps is better when moving past multiple borders at once. And it's useful when mixing jumps into sprint actions. Spring-Heeled lacks those benefits. But I should clear up its wording a bit, now that I look closely.
I will reevaluate my position on this stunt when I see the new wording.


I disagree about The §$%& Bastard Will Not Escape. Can't recall a single time this would have been useful in my time playing this game. And I don't mind if the stunt names are a bit aspect-y.
I can't recall a single time any of the 'canon' performance stunts would have been worthwhile in my time playing this game.  That doesn't mean that I'd advocate substantially increasing their power.


Network Of Informants ties back into what I was saying before.
Going to have to be more specific.


I, also, am wary of Religious Contacts. But it's probably not too bad as written. It's pretty narrow, you know?
For a game significantly featuring religious organizations, a religiously affiliated character might benefit from this stunt on the vast majority of their contacts rolls.


Soulgaze attacks are rare and not very powerful. A +2 bonus seems fair to me, as an exception.
They're generally rare, yes, but only because of their double-edged nature.  I'm wary of any stunt that tries to subvert that nature, particularly ones that do so by citing it as cause to be exempted from the standard guidelines.


My impression from reading the canon Doctor stunt is that justifying physical consequence recovery is practically free. Doctor is as good as Scientist even without the recovery justification. And Wizard's Constitution is free anyway. So I figured I could tack it onto Lay On Hands without too much trouble. Although now that I reread it, it can be taken not to give that benefit. Not sure whether to edit.
Wizard's Constitution is not a stunt, and should not be used as a comparison in discussions about appropriate stunt benefits.
At the very least, this stunt needs its effects clarified.


Bricoleur only boosts Declarations and Assessments.
If it didn't apply to all of 'making, breaking, and fixing' (ie. the whole of Craftsmanship) then that would probably be enough of a limitation, too.


Quote from: Sanctaphrax link=topic=29719.msg1381464#msg1381464 date=1334554431The latter two Bricolage stunts totally have limiting conditions. Not sure what you're saying.[/quote
Sorry, poor wording on my part.  They do not have limiting conditions substantial enough to justify the jump from single trapping to whole (or nearly whole) skill.
Further, upon rereading the 3rd stunt, the benefit given is actually +4 equivalent to 2/3 trappings.


Big Pocking Wrench might be a bit weak, but oh well.
Big Pocking Wrench's problem isn't being 'a bit weak', but rather 'a bit broad', meaning 'too broad'.  To the point of no longer making sense (fixing an integrated circuit with a wrench).


There are roughly 103 stunts in YS. I listed 18 of them in my previous post. And there were more marginal examples that I left out.

This is not a few isolated mistakes. This is the dominant paradigm.

The majority of the material on stunts supports my position here. The examples, the rules text, everything except the list of bullet points that gives guidelines for stunt creation.
The bullet point guidelines ARE rules text.  I would argue that they are the most important part of the rules text, being the most specific.
The beginning of the stunt creation section describes what stunts are capable of doing in very broad terms.  Then YS goes on to explain how trapping adding/moving stunts function.  Then it goes on to explain in slightly more detailed terms how 'trapping extending' stunts function.  Then it lists the effects generally available to such stunts.

[quote author=Sanctaphrax link=topic=29719.msg1381464#msg1381464 date=1334554431Moreover, my position is more sensible from a balance perspective. Not all trappings are created equal, and there are plenty of them that could get a blanket +2 without issue.

PS: 50% is the limit, not the base. I generally aim below that because I know that people will do what they can to use their stunts as much as possible.

As I said previously, I am not immovably set against stunts granting bonuses to more than one trapping, or to the whole of a trapping with no meaningful restrction, only against them doing so with no codified and reasoned explanation of when and how they may do so that does not obsolete significant portions of those benefits already codified.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 17, 2012, 06:23:57 AM
In the absence of a reasonable means to balance this stunt, I see little alternative.

Pity. But that's how it goes sometimes.

The problem I see is not an unusually large bonus, but an unusually variable one.  A character optimized to make best use of this stunt could conceivably bring in effective bonuses as high as +6 on a relatively regular basis.  It is also equally conceivable that a character who does not priororitize athletics but who takes this stunt could reap no benefit whatsoever from using it on a similarly regular basis (as compared to opportunity, not strict frequency).

Yes, the bonus will sometimes be unusually large. And sometimes unusually small. But I cannot imagine how it could be a significant problem in play. Will the game's balance be thrown off by someone who can resist oodles of falling damage? I doubt it.

I will reevaluate my position on this stunt when I see the new wording.

Gotcha.

I can't recall a single time any of the 'canon' performance stunts would have been worthwhile in my time playing this game.  That doesn't mean that I'd advocate substantially increasing their power.

Really? Huh. If I couldn't recall a time when Performance stunts would have been handy, I'd advocate making them stronger. But I can remember quite a few times when they would have been useful.

Going to have to be more specific.

Network Of Informants is limited in the same way as the whole-skill-boosting stunts are.

For a game significantly featuring religious organizations, a religiously affiliated character might benefit from this stunt on the vast majority of their contacts rolls.

Hm. Alright, I'll add a note saying to be careful.

They're generally rare, yes, but only because of their double-edged nature.  I'm wary of any stunt that tries to subvert that nature, particularly ones that do so by citing it as cause to be exempted from the standard guidelines.

They aren't all that double-edged. Most people don't have the Conviction to threaten a wizard. They're rare because most people don't make eye contact with wizards. And these are only sort of outside the standard guidelines. The guidelines do say to increase bonuses for very narrow stunts.

Wizard's Constitution is not a stunt, and should not be used as a comparison in discussions about appropriate stunt benefits.
At the very least, this stunt needs its effects clarified.

Yeah, I'll clarify. But Wizard's Constitution is solid evidence that the effect is no big deal.

If it didn't apply to all of 'making, breaking, and fixing' (ie. the whole of Craftsmanship) then that would probably be enough of a limitation, too.

I simply disagree about the first two Bricolage stunts. Declarations and Assessments is not the biggest part of Craftsmanship, and Bricoleur only boosts ones that have to do with creativity and resourcefulness. As for Skilled Bricoleur, I don't think that not having the proper tools and materials for a project is very common in most games.

Master Bricoleur could use a touch of weakening though. I think reducing the time increment benefit to 1 would be appropriate.

Big Pocking Wrench's problem isn't being 'a bit weak', but rather 'a bit broad', meaning 'too broad'.  To the point of no longer making sense (fixing an integrated circuit with a wrench).

You can't use Big Pocking Wrench on an integrated circuit. You can only use it when you can actually use the wrench.

The bullet point guidelines ARE rules text.  I would argue that they are the most important part of the rules text, being the most specific.
The beginning of the stunt creation section describes what stunts are capable of doing in very broad terms.  Then YS goes on to explain how trapping adding/moving stunts function.  Then it goes on to explain in slightly more detailed terms how 'trapping extending' stunts function.  Then it lists the effects generally available to such stunts.

Moreover, my position is more sensible from a balance perspective. Not all trappings are created equal, and there are plenty of them that could get a blanket +2 without issue.

PS: 50% is the limit, not the base. I generally aim below that because I know that people will do what they can to use their stunts as much as possible.


As I said previously, I am not immovably set against stunts granting bonuses to more than one trapping, or to the whole of a trapping with no meaningful restrction, only against them doing so with no codified and reasoned explanation of when and how they may do so that does not obsolete significant portions of those benefits already codified.

I don't follow. Are you agreeing with me?
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 17, 2012, 06:51:59 AM
Soulgazes will not be rare for very long if a character can be sufficiently optimized to abuse them.  At which point any stunts that used the rarity of soulgazes for justification to be excepted from standard limitations would become themselves abusive.  Do you see my concern?

Big Pocking Wrench needs a clarification, then, because that (obviously) was not my interpretation.

As for the rest, I doubt I'll sway you at this point, so I won't bother.

I don't follow. Are you agreeing with me?

I would be fine with the creation and inclusion in lists such as these of stunts that provided bonuses to whole trappings or whole skills if the presenter of such stunts explained logically why that effect was justified for that stunt, and/or if additional guidelines were created to complement the 'bullet point' stunt effects listed in the stunt creation guidelines that made clear when such effects were justified.
As of now, we have some stunts that conform to existing standards, and some that flaunt them.  It is this disparity that I object to.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 17, 2012, 07:07:19 AM
I don't think you can soulgaze without consent from the gazee. Well, not without a Deceit maneuver or some such thing.

I very much doubt it'll be a problem.

Incidentally, changing it to +1 accuracy +1 stress wouldn't make it meaningfully weaker. It's more or less mechanically identical to +2 accuracy.

Will clarify the wrench stunt.

I don't see much inconsistency in the list. The stunts universally have whatever arbitrary restriction makes them narrow enough to be acceptable. Whether that means that they affect half of one trapping or the entire skill in some scenario is inconsequential.

At least, as I see it.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 17, 2012, 07:23:52 AM
I don't see much inconsistency in the list.
I certainly do.  In the comparative frequency of whole-skill boosting stunts on this list as compared to the YS list, if nothing else.

The stunts universally have whatever arbitrary restriction makes them narrow enough to be acceptable.

We do not currently have any consistent codified means of determining what is 'narrow enough to be acceptable' that accounts both for whole-skill stunts and for the 'bullet point guidelines'.  Without that, there can be no reasonable assurance against inappropriately broad stunts being created under this precedent, and the power creep that they would create.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 18, 2012, 06:17:42 AM
I don't think it's possible to protect against people taking bad precedents.

The simple fact is that sometimes it's okay to give +2 a trapping with no condition with no condition and sometimes it isn't. Same goes for conditional whole skill stunts.

People will always write bad stunts. I don't feel as though I can control that. All I can do is write good ones. Or try to, at least.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 21, 2012, 12:33:44 AM
Sorry this is taking so long, everyone. Exams and other projects got in the way.

Please stand by...
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 21, 2012, 10:01:44 PM
I don't think it's possible to protect against people taking bad precedents.

The simple fact is that sometimes it's okay to give +2 a trapping with no condition with no condition and sometimes it isn't. Same goes for conditional whole skill stunts.

People will always write bad stunts. I don't feel as though I can control that. All I can do is write good ones. Or try to, at least.

What I'm asking for, here, is the set of rules you use to determine whether a stunt offering +2 to a trapping with no conditions, or +2 to all trappings of a skill with some degree of conditions qualifies as an acceptable stunt, let alone a 'good' one.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 22, 2012, 05:37:01 AM
I don't think that that's possible. It's all judgement calls and guesswork.

See, a stunt that gives +2 to Athletics defence against all attacks made by people who want to hurt you is valid under the guidelines given in YS.

Meanwhile, a stunt giving +2 to Endurance for Long-Term Action is too powerful according to those same guidelines.

But the first stunt is vastly stronger than the second.

Stunt balance can't really be nailed down with the way the rules stand now.

You just have to look at the stunt and ask yourself, "will this apply unacceptably often?"
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 22, 2012, 06:31:20 AM
'against attacks made by people who want to hurt you' is a nearly meaningless restriction.  The only routine circumstance I could envision for that to not apply would be 'friendly fire' from a zone-attack-happy practitioner.

I reject the premise that reasonable guidelines cannot be derived.  Those 'judgement calls and guesswork' need some guiding principles.  Lay them out.  When is a +2 acceptable, when should it be reduced to +1, when should it be increased to +3, and when is it a powerful enough effect to require a FP expenditure?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 23, 2012, 07:36:55 PM
There's really nothing more than what I've said.

A stunt gives +2 to a skill under a certain condition. This condition can be anything as long as it applies less than half the time.

A mild consequence is equivalent to +1, as is a shift of extra speed or penalty negation or anything else along those lines.

A point of armour is equivalent to +2.

A bonus to stress inflicted is equivalent to a bonus to a skill.

An extra trapping for the skill is equivalent to +2.

Benefits can go up for super-narrow conditions or down for broad ones.

Limit skill bonuses to +1 when they can apply to attacks.

Other, weirder, bonuses should be roughly as good as a stunt that gives +2 under a condition.

The truth is that with trappings as unequal as they are and the definition of a meaningful restriction so vague, the above guidelines are about as rigid as it's possible to be.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 23, 2012, 09:30:28 PM
There is plenty of room for clarification, especially as it relates to this:
Benefits can go up for super-narrow conditions or down for broad ones.
in light of this:
A stunt gives +2 to a skill under a certain condition. This condition can be anything as long as it applies less than half the time.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 23, 2012, 09:35:36 PM
Go on, not sure what you're asking here.
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on April 23, 2012, 09:41:00 PM
If a suitably narrow condition to allow a +2 bonus is defined as 'less than 50% of the skill's usage', where is the line drawn for bonuses of other magnitudes?
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on April 24, 2012, 02:31:20 AM
Well, that seems obvious now.

I generally go with something along the following lines:

+1: Not always, but very frequently. Maybe 75% of the time. Basically, there has to be a non-contrived scenario where it won't apply.

+3: Very rarely. Most characters would literally never use this, but some characters could push it up to ~25% of the time.

+4: Seriously, when would you use this? Basically a joke.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on May 31, 2012, 04:22:02 AM
At long last, I've implemented the planned changes.

If Tedronai (or someone else) wants to critique further, now's the time.

(In case people have forgotten, Tedronai got up to Deceit before I dropped the ball.)
Title: Re: Cleaning Up The Stunt List
Post by: Tedronai on May 31, 2012, 05:10:59 AM
Unfortunately, systematic efforts like this one take up a disproportionate amount of my energy, and are often the first to get dropped when I need to prune my relatively frivolous activities.
If things start to get better in the next few days, I'll jump back in where I left off, or wherever the state of the effort is at that time if it's continued by someone else in the meantime.

Of immediate note regarding your benefit scale, +4 is where I'd generally place not-crap versions of 'once/scene, with a FP' stunts, (in addition to a +2 or reroll, at player discretion at time of use, from the FP itself) if the affected trapping is one likely to see use several times a scene in scenes where the stunt would be used (such as with Fists and Killer Blow).
(for trappings likely only to be used once or twice in a scene where it is used at all, I'd scale back the benefit accordingly, as well as, of course, adjusting as appropriate to how that particular trapping compares to the total uses of the skill as a whole)
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on May 31, 2012, 06:00:49 AM
Unfortunately, systematic efforts like this one take up a disproportionate amount of my energy, and are often the first to get dropped when I need to prune my relatively frivolous activities.

Same here. Hence the long wait since the last update.

Letting FP stunts give +4 might be reasonable, though I'd want to test any such stunt. Bonuses of that size make me nervous.

Anyway, I'll let this sit until the next Monday. If nobody says anything between now and then, I'm declaring the project done.

It's not perfect, but it is significantly better than it used to be. And it was already good enough that I wasn't ashamed of it. So ending the project now would not be tragic at all.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on June 05, 2012, 06:25:23 AM
Alright, next Monday is done.

I hereby declare this project complete.

I'll update the Resources board thread tomorrow.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on June 06, 2012, 06:09:47 AM
You know what I said about updating the Resources board thread today?

I got started, then discovered that somehow I'd lost my most recent edits.

So I need to do those again.

My apologies for the delay.
Title: Re: Cleaning Up The Stunt List
Post by: Sanctaphrax on June 06, 2012, 07:16:56 AM
Okay, now this project is truly done.

Didn't even take an extra day like I thought it would.

Hope y'all find the revisions useful.

And now I'm going to see if I can lock this thread. Because frankly, I've had enough of this project.

Not that it was unpleasant or anything, but...it took forever. Spending this much time on anything will make me sick of it.