Post by mortambo on Jun 18, 2016 15:48:20 GMT -6
What is a Stunt?
A stunt is a special trait your character has that changes the way a skill works for you. Stunts indicate some special, privileged way a character uses a skill that is unique to whoever has that stunt, which is a pretty common trope in a lot of settings—special or elite training, exceptional talents, the mark of destiny, genetic alteration, innate coolness, and a myriad of other reasons all explain why some people get more out of their skills than others do.
Unlike skills, which are about the sort of things anyone can do in your campaign, stunts are about individual characters.
Your character starts with a number of starting stunts depending on the setting, and any stunts beyond that cost Refresh to buy.
Building Stunts:
I will talk very briefly here about how to build stunts but there is much more depth on the SRD: Building Stunts
There are 3 things stunts can do:
Add a new action to a skill
Adding a bonus to an action
Create a minor rules exception
For balance reasons, if you make your own stunt you must get a stunt approved by a site moderator or admin. They may require modifications to the stunt, such as adding a fate point cost or changing how much a single stunt effects your character. They may also suggest stylistic changes to be sure that it fits into the setting intended for the character.
However, you can always create stunt families. That is stunts that branch off of other stunts and give similar effects. The unique thing here is that usually you wouldn't be able to apply different stunts on the same action, however, with a family since it requires the stunts that come before it, this is acceptable.
Examples:
A stunt is a special trait your character has that changes the way a skill works for you. Stunts indicate some special, privileged way a character uses a skill that is unique to whoever has that stunt, which is a pretty common trope in a lot of settings—special or elite training, exceptional talents, the mark of destiny, genetic alteration, innate coolness, and a myriad of other reasons all explain why some people get more out of their skills than others do.
Unlike skills, which are about the sort of things anyone can do in your campaign, stunts are about individual characters.
Your character starts with a number of starting stunts depending on the setting, and any stunts beyond that cost Refresh to buy.
Building Stunts:
I will talk very briefly here about how to build stunts but there is much more depth on the SRD: Building Stunts
There are 3 things stunts can do:
Add a new action to a skill
- Backstab. You can use Stealth to make physical attacks, provided your target isn’t already aware of your presence.
- The Fight in the Dog. You can use Provoke to enter the kinds of contests that you’d normally need Physique for, whenever your ability to psych your opponent out with the force of your presence alone would be a factor.
- You’re Never Safe. You can use Burglary to make mental attacks and create advantages against a target, by staging a heist in such a way as to shatter their confidence in their security.
Adding a bonus to an action
- Arcane Expert. Gain a +2 bonus to create an advantage using Lore, whenever the situation has specifically to do with the supernatural or occult.
- Lead in the Air. You really like emptying magazines. Any time you’re using a fully automatic weapon and you succeed at a Shoot attack, you automatically create a Fair (+2) opposition against movement in that zone until your next turn, because of all the lead in the air. (Normally, you’d need to take a separate action to set up this kind of interference, but with the stunt, it’s free.)
- Child of the Court. Gain a +2 bonus to any attempt to overcome obstacles with Rapport when you’re at an aristocratic function, such as a royal ball.
Create a minor rules exception
- Ritualist. Use Lore in place of another skill during a challenge, allowing you to use Lore twice in the same challenge.
- Hogtie. When you use Crafts to create a Hogtied (or similar) advantage on someone, you can always actively oppose any overcome rolls to escape the hogtie (also using Crafts), even if you’re not there. (Normally, if you weren’t there, the escaping character would roll against passive opposition, making it a lot easier to escape.)
- Riposte. If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.
For balance reasons, if you make your own stunt you must get a stunt approved by a site moderator or admin. They may require modifications to the stunt, such as adding a fate point cost or changing how much a single stunt effects your character. They may also suggest stylistic changes to be sure that it fits into the setting intended for the character.
However, you can always create stunt families. That is stunts that branch off of other stunts and give similar effects. The unique thing here is that usually you wouldn't be able to apply different stunts on the same action, however, with a family since it requires the stunts that come before it, this is acceptable.
Examples:
- Advanced Warmaster. (requires Warmaster.) When you’re fighting anyone who is armed with a sword, you get a further +2 bonus to creating an advantage using Warmaster.
- Scion of the Court. (requires Child of the Court.) When you overcome an obstacle with Child of the Court, you may additionally create a situation aspect that describes how the general attitude turns in your favor. If anyone wants to try and get rid of this aspect, they must overcome Fair (+2) opposition.
- Advanced Ritualist. (requires Ritualist.) You gain a +2 bonus when you use Lore in place of another skill during a challenge. This allows you to use Lore twice in the same challenge