Stunts are the special tricks your character has up his sleeves which allow him to stretch or break the skill rules. Typically, they either give a bonus to a specific use of a skill or broaden a skill to encompass some other way of using it. Some help you take a hit in a fight or other things like that.
Stunts have very specific uses and rules, detailed in the book. Though not all characters have stunts, many will.
- 1 Creation Guidelines
- 2 Approved Stunts
- 2.1 Alertness
- 2.2 Athletics
- 2.3 Burglary
- 2.4 Contacts
- 2.5 Conviction
- 2.6 Craftsmanship
- 2.7 Deceit
- 2.8 Discipline
- 2.9 Driving
- 2.10 Empathy
- 2.11 Endurance
- 2.12 Fists
- 2.13 Guns
- 2.14 Intimidation
- 2.15 Investigation
- 2.16 Lore
- 2.17 Might
- 2.18 Performance
- 2.19 Presence
- 2.20 Rapport
- 2.21 Resources
- 2.22 Scholarship
- 2.23 Stealth
- 2.24 Survival
- 2.25 Weapons
The following is a summary of the stunt creation guidelines as explained on page 147-149 of the Your Story source book.
Add a Trapping to a skill, or change a trapping from falling under one skill to another (Within Reason)
Give +2 to a specific application of a non-attack/defense trapping (+1 for broader application, +3 or +4 for very, very specific uses).
Give +1 to an attack under a specific circumstance.
Give +2 to an attack's result, if successful, under particular conditions.
Give 1 or 2 expendable 2-shift effects (one or two mild consequences).
Give 1 persistent 1-shift effect (Armor:1 against certain things).
Reduce a particular task's required time by 2 steps.
Reduce difficulty by 2 for a "sub-set" of circumstances.
Combine two of the above at half value.
Give more powerful effect for the cost of a fate point (generally allowed once per scene).
Note: Weapons as a skill has a built in limited circumstance — no weapon, no ability to use the skill. That’s not the case with Fists, which gets to be always available. Therefore, fists frequently has lower bonuses than weapons.
(Skill & Trappings, page YS:121)
Caught Your Tell
(Dark Spires Custom) Use your Alertness skill instead of your Empathy skill for the sorting out lies portion of the Social Defense Trapping.
Check for Traps!
(Dark Spires Custom) With experience watching out for hidden dangers, the character receives +2 to their Alertness skill when using the Passive Awareness trapping to detect hidden alarms or traps. This does not apply to persons hiding, only to mechanical or electronic devices such as tripwires, security cameras, and laser grids.
Corner of My Eye
When successfully rolling Alertness passively to pick up on details, gain an additional 2 shifts. This reflects the ability to pick up on more pieces of information, but it does not improve the depth of that information (which would take things into the realm of Investigation).
(OW:129): Use your Alertness skill rather than the Investigation skill for the Scene of the Crime trapping.
Keen Sense (Specify)
(Dark Spires Custom) One of your senses is particularly sharp. When you take this stunt, you gain +1 to Alertness and Investigation rolls using that sense. You may take this stunt multiple times, each time applying to a different sense. Note that this stunt can also be taken by a shapeshifter, using form points.
Notice the Unseen
(JBO Forum) You have an uncanny knack for noticing things that are magically hidden. Add +2 to your Alertness skill when using it to notice things that are either invisible or veiled.
On My Toes
Gain +2 to Alertness when using it to determine initiative.
Gain +2 to Alertness when rolling against surprise.
(Skill & Trappings, page YS:121)
Gain +1 on Athletics when using it to survive a fall. Also, gain +1 to attempts to dodge ranged attacks (throwing and guns), so long as you describe it colorfully. (Does not apply to Magical attacks)
(Dark Spires Custom) Add a new trapping to your Athletics skill called 'Aerial Performance'. Gymnastics, acrobatics and dance all merge together in the art known as "aerial dance" or "aerial performance." Use of this stunt encompass aerial silk, suspended hoops and other hardware, rope work, and pole dancing.
At Home in the Water
(OW:151): Add +2 to your Athletics skill while swimming.
(JBO Forum) Throwing a basketball isn't very different from throwing a knife. Use your Athletics skill rather than your Weaponry skill for the Distance Weaponry trapping. You do not get any bonus from speed powers for these attacks.
(Dark Spires Custom) When performing in a manner appropriate to cheerleading, you can use your athletics skill instead of performance for the "playing to an audience" trapping
(JBO Forum) Your speed and agility let you take people down before they realize what's going on. Use your Athletics skill rather than your Stealth skill for the Ambush trapping.
Fast on Your Feet
(Dark Spires custom.) Your reflexes are fast, real fast, and your body often starts moving before you're fully alert as to why. You use Athletics instead of Alertness to determine physical initiative.
Fleet of Foot
(YS:149): When sprinting (page YS:212), gain a +2 to Athletics.
(JBO Forum) Your natural poise and grace enable you to pass quietly and undetected. Use your Athletics skill rather than your Stealth skill for the Skulking trapping.
(JBO Forum) 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.
Difficult surfaces aren’t much trouble to scale; reduce all climbing difficulties by up to 2.
Loop the loop
As an expert flyer you gain +2 to Athletics-based maneuvers when flying under your own power.
Any borders (page 212) that your character chooses to clear by jumping are reduced by up to 2.
Nimble on Two Wheels
(gaelvin:Forum Post): Use your Athletics skill instead of your Driving skill when attempting maneuvers on a motorcycle.
Not An Easy Target
(KOFFEYKID:Forum Post): You are quick on your feet, making it harder to be hit. Add +1 to your Athletics skill when using the Dodging trapping against close range attacks. (Does not work against Magic attacks unless they are aimed with Fists or Weapons and act in concert with melee distance attacks.)
On the Wing
(Dark Spires custom) You're fast in the air. +1 to sprinting when flying under your own power.
Reading the Line of Fire
(JBO Forum) You can tell where the bullets will go before the trigger is pulled. Add +1 to your Athletics skill when using it to dodge gunfire.
You don't drive, but rather, you navigate the rooftops. Add +1 to your Athletics skill to navigate, including assessments and declarations of shortcuts.
(JBO Forum) Discretion is the better part of valour, at least for you. On a successful defence with Athletics, you may sacrifice your next action to turn that defence roll into an immediate Sprint action.
(JBO Forum) 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 one to your Athletics skill when using it to defend against spellcasting (including enchanted items).
The §$%& Bastard Will Not Escape
(JBO Forum) Nobody gets away from you. Add +2 to your Athletics skill when using it to chase someone.
(OW:167): Add +2 to your Athletics skill used to make your way away from the scene of a crime.
Too Fast to Hit
When making a full defense (page 199), gain an additional +1 to the Athletics skill (for a total of +3) if you also take a supplemental action to move one zone. You do not take the usual –1 penalty for the supplemental action.
You work together with your rider in order to defend yourselves. Add +2 to your Athletics skill when using it for defense while being ridden.
(OW:228): Gain a +2 to any Burglary roll used to conceal a deliberate arson from investigators.
(JBO Forum) Some aspect of your character makes you an expert thief. Pick one of your aspects. Add +1 to the result of any Burglary roll that you invoke that aspect on.
You’re a thief with catlike tread; you may use Burglary instead of Stealth for Hiding or Skulking (page 142).
(JBO Forum) If you can take apart a lock, you can take apart a clock. Use your Burglary skill rather than your Craftsmanship skill for the Breaking trapping.
(JBO Forum) 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.
Use your Burglary skill rather than your Scholarship skill for the Computer Use trapping. (page 141)
Poor tools are no trouble when picking locks. Any increase to difficulty due to poor tools (such as having only a hairpin and a business card) is reduced by up to two.
(JBO Forum) Somehow, you can always pull of a stroke of larcenous brilliance when it really counts. Once per session, you may spend a Fate Point in order to get a +3 bonus to a Burglary roll.
Keep Your Eyes Open
(OW:192): You may use your Burglary rather than Alertness for initiative rolls.
Any lockpicking effort takes place two steps faster than usual on the time table (page 315).
(JBO Forum) 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 against the future use of Burglary upon a target that you have successfully assessed with the Casing trapping. This block represents your efforts to correct the security flaws that you notice. Its duration and the time taken to set it up will vary according to the GM's discretion.
(JBO Forum) Thieves have specialties, just like scientists. Pick one broad and one narrow type of thing that can be burgled (eg. banks, apartments). Add +1 to your Burglary skill when using it against the broad, and +2 against the narrow.
The Big Picture
When casing a target with Burglary (page 123), you gain the ability to define an additional aspect about the target (such as Broken Window Latch) when you succeed on the roll, for a total of two aspects.
(JBO Forum) You are good at being in charge. Add +2 to your Contacts skill as long as you are in a position of authority over those you intend to contact.
A Snitch in Time
Note: Original. This stunt reflects the network of police snitches and nosy neighbors that regularly report to police. You receive a +2 to Contacts when seeking information about suspicious activity.
Chain of Command
(JBO Forum) You are a soldier, and other soldiers answer to you. Add +2 to your Contacts skill when using it to deal with other soldiers.
(OW:105): Add +2 to Contacts when networking within organized crime.
I Know Just the Guy
When you’re looking to gather some information from your network of contacts, you have unerring instincts for finding the right person, fast. When using the Gathering Information trapping (page 123), your efforts are at a +1 and are 1 time increment (page 315) faster.
In Over My Head
(OW:192): Gain a +2 to your Contacts skill when seeking advice or assistance.
You are a member of an organization. Add +2 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.
(JBO Forum) Networking is an important skill for a businessman, and you have it. Add +2 to your Contacts skill when using it in a corporate context.
Nose For Competence
(OW:187): Add +2 to your Contacts skill when hiring competent and knowledgeable employees and contractors.
You know exactly how to get the word out, add a +2 to your Contacts skill when rolling for efforts to spread rumors.
(JBO Forum) All good salesmen build up a network of satisfied customers over time. Pick a type of product. Add +2 to your Contacts skill when looking for or dealing with makers, sellers, or notable consumers of that type of product.
Six Degrees To Madison Monroe
(KOFFEYKID:Forum Post): Either you know somebody, or know somebody who knows somebody. Add +1 to your Contacts skill when using the Knowing People or the Gathering Information trappings.
(KOFFEYKID:Forum Post): You have documents on almost everybody, add +1 to your Contact skill for the purposes of Assessments and Declarations (pages YS:115 and YS:116).
(OW:183): Add +2 to your Contacts skill when looking into "weird" cases.
(YS:378): Given a proper amount of time to pray to your god (1 full action), you may lay an aspect upon a scene with a successful Conviction declaration representing the effects of that prayer.
(JBO Forum) 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 when determining how easily you can hex it.
The strength of your faith alone allows you to give others pause. You may use your Conviction skill to perform a block in physical conflict, potentially preventing someone from making a conflict action against you.
Hammer of Faith
(Viatos:Forum Post): Use your Conviction skill instead of your Intimidation skill for the Threaten trapping (page YS:133) against enemies. Against creatures with Toughness powers that have a faith-based Catch, the context of power is always favorable.
Lay On Hands
(JBO Forum) Faith healing actually works. At least, it does for you. Use your Conviction skill instead of your Scholarship skill for the Medical Attention trapping.
Person of Conviction
Your social presence is tightly rooted in your identity as a person of deep faith. You may use Conviction instead of Presence to determine your social stress capacity (page 137).
Your sense of self is strong, enabling you to endure more psychological punishment than most. When facing torture or other extreme interrogation techniques, You may take two additional mild mental consequences (page 203).
(JBO Forum) Your speeches are more about passion than presentation. Add a new trapping called Preaching to your Conviction skill. The Preaching trapping is used to make social attacks, social maneuvers, and public speeches that are related to religious or moral issues.
Shield of Faith
(Dark Spires custom) Your firm root in your beliefs makes you resistant to mental harm. Use your Conviction skill instead of your Discipline skill for mental defense.
Set in My Ways
(JBO Forum) You're old. It took you decades to form your beliefs and you're not about to abandon them. Add +2 to your Conviction skill when using it to resist attempts to change your deeply-held beliefs or your core identity.
(JBO Forum) Being religious means knowing about religion. Use your Conviction skill to determine your religious knowledge.
(JBO Forum) Your very presence is a shield against the forces of evil. Add +3 to your Conviction skill when using it in conjunction with the Bless This House power.
Tower of Faith
Strongly held beliefs enable you to protect your mind from the aggression of others. Provided you get a chance to pray or otherwise call upon your faith, gain Armor:1 against any social or mental stress in a scene
You Do Not Want To See My Soul
(JBO Forum) Your soul has a truly profound effect on those who see it. Add +2 to your Conviction skill when using it to make mental attacks in a Soulgaze.
19th Century Tech, 20th Century Solutions
(CMEast:Forum Post): You are able to make useful items, such as weapons, with non-electric, mechanical technology (clockwork, pneumatic power, etc). Items you create count as +4 higher on the Hexing Table (page YS:258).
(Dark Spires Custom): Requires Demolitions Training. Book learning or no, you're a student of the revolutionary arts. Picking and choosing, you've learned the power in common chemicals and substances and how to mix and use them, making destructive devices of all stripes. This includes basic demolitions and the means to create sophisticated explosive devices with timers, switches and other triggers. Use your Craftsmanship skill for the making of homemade IEDs and chemical devices.
Ball-Point Pen, Stick of Gum, and a Paper-clip
(Kowandz:Forum Post): Use the Craftsmanship skill in place of the Investigation skill when searching for resources to improvise a tool that you need.
(OW:161): Add +2 to your Craftsmanship skill when working metal.
(JBO Forum) You are skilled at improvising when making, breaking, or repairing something. Add +1 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)").
(JBO Forum) You know how to make effective fortifications. Given time, you may fortify a zone with your Craftsmanship skill. Your Craftsmanship roll then functions as a block against entry to that zone and ranged attacks into it. The time required to fortify a zone will vary according to GM discretion, as will the duration that fortification lasts for.
Call Me Cookie
(Dark Spires Custom) You make food to feed the soul, and stick to the ribs. Add a new Trapping to your Craftsmanship Skill called Cooking.
You know the ins and outs of cars like nobody’s business. Add +2 to your Craftsmanship skill whenever dealing with a car or truck and a +1 on other personal vehicles (boats, motorcycles, small aircraft).
Add +2 to your Craftsmanship skill when performing carpentry related tasks.
(Dark Spires Custom) Requires Call Me Cookie. Use the Craftsmanship Skill instead of Empathy for the Shoulder to Cry on Trapping. Cook comfort food to help recovery of a mild consequence. Can help recovery of a moderate consequence with the expenditure of a Fate Point.
You are trained in the effective use of explosives. Add a new trapping to your Craftsmanship skill called Demolisher. You may use your Craftsmanship skill to place and set explosives appropriately. This allows you to do attacks and maneuvers against structures (see “Challenges,” page 324), and your skill roll also sets the difficulty for any characters attempting to avoid damage from an explosive that you’ve placed. Note that to hide an explosive you will still need to use the Deceit skill.
Do You Like It? I Made It Myself
(Dark Spires Custom) 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.
(luminos:Forum Post): You can complete any welding related task two time increments faster.
(Belial666:Forum Post): Mechanisms and doohickeys are your forte. Whenever working with a device you designed and/or built, add +2 to your Craftsmanship skill. Add +1 when dealing with other small gizmos.
I Can Build Anything I Need
(Kowandz:Forum Post): When improvising a tool, add +1 to your Craftsmanship skill to create the tool. and finish the construction one time increment faster.
You create art by working with your hands and a workman’s tools—works of sculpture, perhaps, or other kinds of modern, “industrial” art. Use your Craftsmanship skill instead of your Performance skill for the Composition trapping.(YS, page 136).
You have a talent for improvising with available materials. When jury-rigging (page 320), your repairs last two scenes longer than usual.
(JBO Forum) If you can take apart a clock, you can take apart a lock. Use your Craftsmanship skill instead of your Burglary skill for the Lockpicking trapping.
(JBO Forum) Requires Skilled Bricoleur. Your skill and resourcefulness are unparalleled. When you engage in the art of Bricolage, your jury-rigged creations/repairs last two time increments longer.
Monkey with a Wrench
Sure, building and fixing is nice, but taking things apart is more satisfying. Add +1 to your Craftsmanship skill to take something apart and get it disassembled one time increment (page 315) faster.
(JBO Forum) 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.
Personal Vehicle Mechanic
(DS Custom) Hanging out in the garage, you know almost everything there is to know about one particular vehicle (please make a note of it), giving you a +2 on any of these type vehicles. Since some of the basic principles are the same in all motorised vehicles, you have a +1 on anything else land-based.
(JBO Forum) 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.
(CMEast:Forum Post): You are an expert at building a solution to a problem. Building or Fixing take two time increments less to complete.
(JBO Forum) 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.
Add +2 bonus to your Craftsmanship skill when dealing with stone.
Tools of the Trade
Add +2 to your Craftsmanship skill whenever working with devices that you use/repair/fiddle with on a regular basis (limited to hex buffer protection slots).
(DesertCoyote:Forum Post): What's the wild west without poker? Add +1 to your Deceit skill when involved in a game of cards. When dealing a hand, receive -1 to the difficulty of stacking the deck.
(Dark Spires custom) Add +2 to your Deceit skill when using a fabricated identity.
(JBO Forum) 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.
You are trained in the forging of official documents (such as ID, birth records, and the like) or letters. You can roll Deceit to create these documents, but using them or planting them where they will be of use (like in a library or government office) might require the use of other skills, such as Burglary or Stealth. Anyone exposed to these documents gets an Alertness or Scholarship roll to spot the deception; the difficulty is equal to your roll to make the document. Likewise, your roll is also the difficulty for any Investigation rolls to suss out your forgery.
(JBO Forum) When it looks like you're going to go right, you go left. And vice versa. Add +2 to your Deceit skill when using it for maneuvers to create Aspects that have to do with confusion and misdirection in physical combat.
Founded Upon Lies
(JBO Forum) 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 +1 to your Deceit skill in addition to the normal benefits.
(JBO Forum) Everyone you meet is certain that you intend nothing but what is best for everyone. Add +2 to your Deceit skill when using it to make a maneuver or Declaration based off of feigned benevolence or friendship.
Whenever incorporating a real, valuable piece of the truth (however marginally valuable it may be) into a lie, add +2 to your Deceit skill for your efforts to pass off the untrue parts.
(JBO Forum) 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 +2 to your Deceit skill when using it to defend against attempts to discern or prove your involvement in a crime.
I am a cat, I belong here
(Dark Spires custom): Sometimes the easiest way to sneak into a place is to just walk in like you belong. Add +2 to your Deceit skill to convince anyone that there's nothing wrong or unusual about you being where you are.
Illusion Of Grandeur
(JBO Forum) Making a good first impression is all about misrepresenting yourself. Use your Deceit skill instead of your Rapport skill for the First Impressions trapping.
(JBO Forum) You can bluff like a poker pro. Maybe you are a poker pro. Add +2 to your Deceit skill when using it to trick people into believe you are more capable or better positioned than you actually are.
It's Just Creative Lying
(JBO Forum) Really, acting is just an advanced form of lying. Use your Deceit skill instead of your Performance skill for the Playing To An Audience trapping.
Given enough time, you can create very convincing disguises, ones that will hold up to deeper inspection (although not to careful scrutiny and magic). Any attempt using Investigation or Alertness to see through your disguise is at an additional +2 difficulty.
Whether it’s a simple bump-and-grab or something more complicated, you’re adept at getting people to pay attention to other things while you or an accomplice liberates their pockets of their contents. You may use the Deceit skill to perform pick-pocketing with no increases in difficulty. This includes the filching of small items from a desk or someplace similar. Targets of this action usually oppose with Alertness.
(OW:172): Add +2 to your Deceit skill when conducting a fake seance, add an additional +1 if you prepare a table, props, and the like.
Shield of Lies
(JBO Forum) You protect your image and identity in a mesh of lies. Use Deceit instead of Presence to determine the length of your Social Stress track.
Study the Mark
(OW:172): When preparing a "con", use your Deceit skill instead of your Empathy skill to read a mark.
You may attempt complicated stage magic tricks without penalty and add +1 to your Deceit skill for any attempts to create quick distractions. This gives a +1 stacking bonus to attempts to pick-pocket (regardless of whether or not you have the Pick-Pocket stunt).
Sure, I Give Up
Whether it's something in your voice, a trick with your weapon, or something similar, you have a knack for feigning surrender and turning it into an attack. When disguised as surrender, Deceit may be used to make a physical attack, replacing the appropriate skill (Fists, Guns, Weapons). When successful, the spending of a fate point grants an additional 2 shifts. Few people would fall for this trick twice, and a good justification should be given to even make the attempt.
Takes One to Know One
Use your Deceit skill instead of your Empathy skill for the sorting out lies portion of the Social Defense Trapping.
Wearing An Extremely Trustworthy Face
(JBO Forum) 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.
Calm Blue Ocean
You are skilled at keeping your emotions in check. Add +2 to your Discipline skill when using the Emotional Control trapping.
(JBO Forum) Your astonishing determination allows you to push yourself beyond your limits. Use your Discipline skill instead of your Endurance skill for the Long-Term Action trapping. (A similar stunt could exist in Conviction.)
(JBO Forum) Your body moves because your mind tells it to. Use your Discipline skill to determine the length of your physical stress track.
(OW:183): Add +2 to your Discipline skill when defending against mental attacks and maneuvers
(JBO Forum) Through rigorous self-denial you have conquered your bestial needs. Mostly. Add +2 to your Discipline skill when using it to resist hunger and the temptation to feed. This doesn't lengthen your Hunger stress track if you have one, but it does help against Hunger stress and the compulsions of Blood Drinker and Emotional Vampire.
I Got a Job To Do
(OW:156): You may use your Discipline skill rather than your Conviction skill to determine the length of your Mental stress track.
(Dark Spires Custom). Add +3 to your Discipline skill when defending against Fear based mental attacks and maneuvers.
(JBO Forum) You find it easy to clear your mind in a stressful situation. Add +2 to your Discipline skill when using it for a maneuver to create an aspect based on concentration, willpower, or clear thought.
(Dark Spires custom): Add +2 to your Discipline skill when rolling for Human Guise.
(JBO Forum) Magic is the only defense you need. When you are attacked, you may sacrifice your next action to cast a defensive evocation.
(OW:120): Use your Discipline skill instead of your Lore skill for the Finely Tuned Third Eye trapping.
Your Discipline skill is considered to be Fantastic whenever Discipline would restrict, complement, or otherwise modify (page 214) another skill. This has no effect on your actual Discipline rating when the skill itself is being rolled.
When defending against social or mental attacks with Discipline, any of your aspects (such as consequences or other temporary or permanent aspects) that get tagged provide only a +1. If the attacker chooses to tag for a re-roll, you may “lock down” one of his dice, leaving him only the other three to re-roll.
Your Driving is never treated as Mediocre for purposes of navigation, even if a place is unfamiliar (page 129); use it at the full value instead.
(JBO Forum) You've spent most of your life driving up and down the same streets. Add +1 to your Driving skill on city streets and ignore one point worth of increased difficulty due to traffic.
Like the Back of My Hand
Add +2 to your Driving skill when using it for street knowledge and shortest-path navigation/alternate routes.
Off Road Specialist
(Dark Spires Custom) Add +2 to your Driving skill when using it for driving along dirt/mud driving paths or off road driving courses not designed for typical vehicles.
One Hand On The Wheel
(JBO Forum) Multitasking behind the wheel is second nature to you. Treat your Driving skill as fantastic whenever it would complement, modify, or restrict another skill.
Your focus is on aircraft, not cars. Add +1 to your Driving skill when piloting an aircraft; choose a specific kind that you’re best with (helicopters, jet airliners, personal aircraft) for an additional +1 when steering that type.
(JBO Forum) For you, Driving would be better described as Sailing. Add +1 to your Driving skill when using it to operate a water vehicle; choose a specific kind that you’re best with (yachts, speedboats, cigarette racers, sailboats) for an additional +1 when steering that type.
Shake the Tail
When you are the one being followed in a car-chase, you have a real talent for sudden turns and daring maneuvers to shake off your pursuers. Add +2 to your Driving skill for making evasive maneuvers while driving.
(JBO Forum) 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.
(JBO Forum) Like any good bartender, you know how to understand drunk people. Add +2 to your Empathy skill when dealing with people who are under the influence of alcohol.
(Dark Spires Version) You have some formal education in professional counseling or psychotherapy. You never need to invoke for effect to justify recovering someone's moderate and severe mental and social consequences, add +1 to your Empathy skill for making recovery rolls for Mental consequences.
(Dark Spires Version) You always know just what people don't want to hear. You may use your Empathy skill instead of your Rapport skill for the Social Attacks trapping when attacks are intended to unnerve, annoy, and generally mess with people.
(Dark Spires custom) You have an eye for others' emotions. You can make assessments and declarations related to a person's emotional state using your Empathy skill. Add +1 to your Empathy skill to make assessments and declarations related to a person's emotional state. (Deceit or Rapport to defend)
(Ophidimancer:Forum Post): Once per scene, spend one fate point to perform an emotional assessment with your Empathy skill in a single exchange.
Nose For Lies
(Dark Spires custom) You can tell when you're being lied to. Add +2 to your Empathy skill when using the sorting out the truth portion of the Social Defense trapping.
Read the Surface
You can get a sense of someone quickly when trying to “read” them (page 129). Your first attempt to read someone takes less than a minute of interaction, instead of the usual ten. Any subsequent efforts with the same person do not enjoy this benefit.
Read You Like A Book
(JBO Forum) People's emotions are pretty damn obvious to you. Add +2 to your Empathy skill when using it for the Reading People trapping.
Tell Me About Yourself
(Ophidimancer:Forum Post): When in the privacy of a one-on-one situation, you may use your Empathy skill instead of your Rapport skill for the Chit-Chat Trapping (page YS:138).
The Social Graces
Keen awareness of the ebb and flow of social situations makes you the master of your circumstances. When determining initiative in a social conflict, add +2 to your Empathy skill.
Won’t Get Fooled Again
It only takes once for someone to lie to you before you start to wise up to it. Once you’ve discovered a particular person’s lie for what it is, Add +2 to your Empathy Skill on any future Empathy rolls when dealing with that liar in particular. (This requires a small amount of book-keeping, but the benefits are worth it!)
(JBO Forum) You are always healthy. Duh. Add +2 to your Endurance skill when using it to defend against poisons and diseases.
(JBO Forum) 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.
No Pain, No Gain
You can take a bunch of punishment before it starts to add up. You may take one additional mild physical consequence (page 203).
Your Endurance is considered Fantastic whenever Endurance might restrict, complement, or otherwise modify another skill (page 214). This has no effect when Endurance is rolled directly, however.
Tough as Nails
(JBO Forum) 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.
Toughness Of Mind And Body
(JBO Forum) A guy as tough as you has no need to be afraid. You may use your Endurance skill to replace the Discipline skill for the Emotional Control trapping.
The stuff of blunt trauma—fists, sticks, and stones—pose little trouble for you. Against such things, you have a natural Armor:1 (which stacks with other forms of protection). This does not apply to things like blades, bullets, and burns, but it makes you a beast in a burly brawl.
You Call That A Hit?
(Dark Spires custom) What's this 'dodging' and 'parrying' nonsense? You just know how to take a punch. You use Endurance for close-combat unarmed defence.
The Ancient Art of the Gang Up
(Dark Spires custom) In a fight, you're more likely to hold them down and let your buddies do the pummeling. Add +2 to your Fists or Weapons skills based maneuvers to assist someone else in combat.
(YS:152): You are practiced with a small number of weapons as part of your martial arts training. Pick two weapons which logically fit in with your training (nightstick and knife with cop training, for example). You may use the Fists skill instead of the Weapons skill when wielding these implements.
(JBO Forum) 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.
(JBO Forum) 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.
(Dark Spires custom): You are practiced at fighting without being able to see. When rolling Fists, reduce all visibility-related penalties by up to two.
(JBO Forum) You break stuff with your hands. Use your Fists skill instead of the Might skill for the Breaking Things trapping.
(JBO Forum) 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.)
(Belial666:Forum Post): When successful on a defense using Fists, you may sacrifice your next action and counter immediately with an automatically successful attack.
Defend My Tribe
(OW:193): When fighting in the defense of another member of your tribe, you may deal an additional 2 stress on a successful hit with Fists.
(Dark Spires Custom) When using Fists to perform a disarm maneuver against an opponent, as long as you have both your hands free, gain +1 to your Fists skill.
Everybody Was Kung Fu Fighting
(Dark Spires custom) You've been in enough scraps to know how to capitalize on having enemies everywhere. Add +1 to your Fists skill when personally outnumbered in your zone.
You’re fast on your feet and have been in enough fistfights to know how to make yourself a hard target. Use your Fists skill instead of your Athletics skill for the Dodging trapping.
Ground and Pound
(JBO Forum) Requires Technical Grappler. You are a master at inflicting damage to your opponent in a grapple. Add one to the stress you inflict when taking a supplemental action to hurt someone that you've grappled. (A similar stunt could exist in Might, without the prerequisite.)
You're not stronger, or tougher, or better trained... You're simply MEANER in a scrap. Add +2 to your Fists skill when using it to perform dirty-fighting Maneuvers; sand in the eyes, a kick in the nuts, etc.
Kick The Bruise
(JBO Forum) 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 one extra stress. (A similar stunt could exist in Guns or in Weapons.)
Add +3 to the damage of a Fists attack on a successful hit, once per scene, for one fate point. This stacks with any other damage increasing stunts for Fists.
(YS:152): Your hands are lethal weapons. When using Fists to strike an unarmored opponent, you are considered to have Weapon:2. (This skill does not stack with ANY other weapon)
As a result of advanced training, you are able to recognize many styles of martial arts, using Fists as a knowledge and perception skill focused on unarmed fighting. This enables you to make assessments and declarations related to fighting styles and fighting culture using your Fists skill. Such rolls are made at +1.
Requires Martial Artist. Once you know your opponent's style, defending against them is easy. Add +2 to your Fists skill when using it to defend against the attacks of someone whose style you have successfully Assessed with Martial Artist.
(JBO Forum) Martial arts are actually a lot like dancing. You may use your Fists skill instead of your Performance skill to demonstrate martial arts moves.
(YS:152): You're an expert at turning close-combat attacks (swung fists, thrust knives) against themselves. On a successful defense roll using Fists against such an attack, you may sacrifice your next action (giving this an effective limit of one per exchange) to treat the defense as a successful maneuver on your part (requiring no additional rolling), placing a maneuver aspect like Thrown to the Ground or Taken Off Balance on your attacker.
Step Into the Blow
When you use Fists to defend against a close-quarters attack and fail that defense, you may sacrifice your next action to counterattack immediately (with Fists) at +1. You may only sacrifice one action per exchange in this way; when you’ve sacrificed your next action once, you don’t have a “next action” to sacrifice if you’re attacked a second time.
Storm Of Punches
(JBO Forum) A great warrior fights as well against a thousand enemies as he does against one. You may make spray attacks with your Fists skill.
Take a Punch
(OW:126): You're a tough SOB and have been hit often enough that it takes a real blow to get your attention. Gain Armor:1 vs. physical stress when someone attacks you with bare fists.
(Dark Spires custom) Your approach to grappling emphasizes more precise holds and applications of leverage, and less brute force. Use your Fists skill instead of your Might skill for the Grappling trapping.
They Fought With Expert Timing
(Dark Spires custom) You know just how to match your attacks with others'. Add +1 to your Fists skill based attacks when targeting an opponent also receiving an attack or maneuver from your ally.
(Dark Spires Custom): You may choose to go berserk in a fight. Once you enter this mode, you must attack your foes until you or they are taken out. While berserk, gain a +1 to unarmed attacks and your attacks all do +1 stress if they hit, but all your defense rolls are made at -2.
Use Their Strength Against Them
(Dark Spires custom): 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.
(Skill & Trappings, page 131)
Provided that you have a supply of ammunition, reloads are rarely an issue. You take no penalty when reloading as a supplemental action (page 213); if you’re in a race to see who reloads first, or anything else having to do with your speed or ability to reload, gain a +1 on the roll.
Guns. Man, you know everything about them. You’ve seen them all, even the ones that nobody knows about. Add +2 to your Guns skill when used as a knowledge skill (page 131).
Guns Hurt, So Do I
(Dark Spires Custom) Use your Guns skill instead of your Intimidation skill for the Social Attacks trapping of intimidation provided you are brandishing a firearm.
Shooting and throwing aren’t all that different, once you get familiar with ‘em. Use your Guns skill instead of your Weapons skill for the Distance Weaponry trapping. (rocks, grenades, boomerangs)
Killer Of Animals
(JBO Forum) 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.)
(JBO Forum) You're most comfortable when your enemies are a ways away. Add +1 to your Guns skill when using it to attack from at least two zones away.
(JBO Forum) 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.)
Pin Them Down
When Aiming (page 131), the aspect you place on the target cannot be removed so long as they do not move out of the zone, and any attempts to leave the zone face an increased border (page 212) of 1 as long as you continue to make Guns attacks against that target.
(JBO Forum) You have two hands, why use only one gun? When wielding two guns, you may add half of the weapon rating of the second gun to that of the first.
(JBO Forum) You know how to use a scope. Add +2 to your Guns skill when using it to make maneuvers related to aiming while using a scope or laser sight.
Add +1 to your Guns skill whenever personally outnumbered in a firefight.
(JBO Forum) You have been extensively trained to work together with others. Add +2 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.)
Trained As A Unit
(JBO Forum) You were trained alongside the rest of your unit, and now that unit is like a single organism. Add +2 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.)
(Skill & Trappings, page 132)
Sometimes all it takes is a well-crafted threat to make someone reconsider their aim to hurt you. Use Intimidation as a Block against physical attacks.
(JBO Forum) Cruelty is more effective when given a basis for comparison. When making maneuvers to assist someone who has the Good Cop stunt, add +2 to your Intimidation skill.
(Dark Spires custom) You know how to make yourself a tempting target. Pay a fate point and add +3 to your Intimidation skill for the Provocation trapping.
(JBO Forum) When people see what you do to the people you take down, they think twice about fighting you. Once per scene, when you take someone out with physical stress, you may create a taggable GRISLY DISPLAY Aspect for free.
I Could Have You Killed
(JBO Forum) Having a bunch of underlings makes you scarier. Scientific fact. While you have employees with you, your successful Intimidation rolls for use of the Social Attack trapping deal +2 damage.
Scaring people isn’t your forte; seriously pissing them off,on the other hand, is right up your alley. Add +2 to your Intimidation skill for the Provocation trapping. Any consequences (such as grudges) or temporary aspects that result must name you as the source and target of the anger.
You use Intimidation to scare a “perp” or at least provoke strong reactions out of him. Those reactions should tell you something, even if you don’t get a confession out of your target. Once per scene, whenever you make a successful Intimidation attack while questioning someone, you can set aside the stress you’d inflict and instead treat the attack as a successful Empathy attempt to “read” that person (page 129).
(Dark Spires custom) You're good at playing upon negative emotions. Add +2 to your Intimidation skill when using the Provocation trapping to induce negative emotions like guilt, sorrow, despair, or worthlessness.
(Dark Spires Custom) Your people know you've got their back. Your Intimidation skill complements the Social Defense skills of any character that directly works for you.
(JBO Forum) 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.
Rorschach-Style Information Gathering
(JBO Forum) You don't ask nicely when there's stuff you need to know. Use your Intimidation skill rather than your Contacts skill for the Gathering Information trapping.
Rule with Fear
(YS:153): Taking this stunt establishes that your reputation is based on how scared people are of you, far more than anything else. Use your Intimidation skill instead of your Presence skill for the Reputation trapping.
Scare 'em Straight
(JBO Forum) You are an authority figure. Part of your job is to put the fear of the law in potential miscreants. Add +1 to your Intimidation skill when using it against someone under your authority (ie: students for a teacher, magical practitioners for a Warden).
(JBO Forum) It’s at lot easier to scare someone if they’re already scared of your reputation. Add +1 to your Intimidation skill when using the Threats trapping to make Declarations about the terrible things people think you've done.
You don’t need the upper hand or to be in a position of power in order to be scary to someone. When the context of power is absent, or your victim is actually in a superior position, your victim does not get any advantage bonus (see Threats, page 133).
(JBO Forum) You are very good at stirring up conflict among other people. Add +2 to your Intimidation skill when using the Provocation trapping to get one person angry with another.
Strike Fear into the Heart of Evil
(Dark Spires custom) You have a flair for the kinds of dramatic speeches that rattle demons, Fallen, outsiders and more. Add +2 to your Intimidation skill when using the Threats trapping against creatures with a vulnerability to holy stuff and genuine faith. Your character does not need to be Faithful to take this stunt, but it does combine nicely with Hammer of Faith.
Talk to the Badge
When in uniform, or able to show a police officer's badge, you demonstrate that you are the law or, at the very least, that messing with you will have major legal repercussions. This stunt gives you a +2 on intimidation rolls when operating from a position of police authority. It is ineffective against beings who do not recognize police authority.
Threats Of Violence
(JBO Forum) Fear and pain: they’re like best buddies. You always try to keep them together. Your Intimidation attacks inflict +2 additional stress to people that you have physically harmed recently.
You Don’t Want Any of This
People stay out of your way—they know better. Add +2 to your Intimidation skill when using the Brush-Off trapping.
(Skill & Trappings, page 133)
(Dark Spires custom) Your investigative prowess is such that even while crimes are in progress, you can see the likely outcomes and clues left behind. Use your Investigation skill in place of your Alertness skill to notice things while in the commission of a crime.
(JBO Forum) Asking the right questions is a big part of being a good investigator. Use your Investigation skill instead of your Contacts skill for the Gathering Information trapping.
(JBO Forum) Requires Investigative Reporter It’s not complicated: you’re just a good journalist. Add +2 to your Investigation skill when using the Investigative Reporter Stunt for Journalism.
(JBO Forum) Your investigative skills are geared more to the magical than to the mundane. Add +2 to your Investigation skill when using it with the Psychometry power.
(JBO Forum) Your writing style depends more upon good research than anything else. Use your Investigation skill instead of your Performance skill for the Composition trapping for Journalism.
Never Miss A Beat
(JBO Forum) You are a seasoned investigator, and your keen eye alerts you to danger. Use your Investigation skill instead of your Alertness skill for the Avoiding Surprise trapping.
You can tune out your other senses and simply focus on your hearing, making you able to pick up faint sounds with astonishing clarity. Gain a +4 on your Investigation roll when Listening; however, your Alertness drops to Terrible while doing so, due to the exclusion of your other senses. If a conflict begins while you are Listening, it will take a full exchange for your Alertness to return to normal once you stop.
Pin the Tail
You’re a tough person to shake once you get on someone’s trail. Gain +2 to your Investigation rolls when trying to keep track of a target during Surveillance (page 133). When Shadowing someone using Stealth, you may use Investigation to complement (page 214) your Stealth skill.
Your methods of tracking are simple and intuitive, but nonetheless effective. Use your Investigation skill instead of your Survival skill for the Tracking trapping.
When examining a location for clues, your eye is quick to pick out the visual details. Your first Investigation roll to determine deeper details about a scene is two time increments (page 315) faster than usual.
Real Detectives Improvise
(JBO Forum) 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 analyzing suspects in conversation or use Investigation instead of Burglary for casing a joint.
Scene of the Crime
You have a practiced eye when combing over a crime scene. In such a circumstance, add +1 to your Investigation skill and arrive at your findings one step faster than usual on the time table (page 315).
(OW:126): Add +2 to your Investigation skill when using the Surveillance trapping.
(JBO Forum) You specialize in the sort of cases that most cops don’t even believe in. Add +2 to your Investigation skill when investigating magic.
(Skill & Trappings, page 134)
(Dark Spires Custom) Requires Devil in the Details. You can always come up with some little fact that gives you an advantage. Add +2 to your Lore skill when using it for the Devil in the Details stunt.
Devil in the Details
(Dark Spires Custom) You're able to pick out the minor details of Occult based situations. Add a new trapping called Declaring Occult Details. This new trapping works similarly to the Scholarship trapping of Declaring Minor Details, but only when it applies to the Occult.
(Dark Spires custom): Use your Lore skill instead of your Contacts skill to make contacts specifically among Ghosts. Ghosts gain a +1 on their Contacts rolls to find you, too.
(Dark Spires custom): You know holistic healing more than mortal science's first aid. Use your Lore skill instead of your Scholarship skill for the Medical Attention trapping.
I Know Fairies!
(JBO Forum) Use your Lore skill instead of your Contacts skill to make contacts specifically among Faeries. Fae gain a +1 on their Contacts rolls to find you, too.
Improved Supernatural Senses
(JBO Forum) Your occult senses are sharp. That’s all there is to it. Add +2 to your Lore skill when using it with a Supernatural Sense.
(JBO Forum) There are some things you just don’t learn to build in shop class. Add a new trapping called Occult Crafts to your Lore skill. Choose a type of Item that has some connection to the occult, I.E. Shrunken heads or Voodoo dolls. You can use Lore to create or repair items that have connections to the occult.
You’re an expert on a particular sub-section of arcane lore. This must be limited, but it can still cover a fair number of things, such as “ Vampires” (see the “Vampirologist” example on page 148) or “Demons.” Gain a +1 to Lore when researching things covered by such a topic. You must also define a deeper specialty within that category, such as “Red Court Vampires” or “Hunter-Killer Demons,” to gain an additional +1 (for a total of +2) whenever the research focuses on that narrower area. This stunt may be taken multiple times, as long as a different sub-section is defined. Multiple areas of expertise may overlap, however, and in such a case, the bonuses of multiple relevant stunts may stack.
Finely Tuned Third Eye
Your “sixth sense” that can perceive the presence of a supernatural “ick” factor (see page 135) is unusually sensitive for a pure mortal. Add +2 to your Lore skill for the Mystic Perception trapping.
(OW:172): Use your Lore skill instead of your Contacts skill to make contacts specifically among Spirits. Spirits gain a +1 on their Contacts rolls to find you, too.
(Belial666:Forum Post): Add +1 to your Lore skill when using the Arcane Research trapping for the purpose of discovering a Catch or other important weaknesses of a supernatural adversary. You may also attempt to research normally 'personal' weaknesses without the additional +1.
Twenty Percent Woogy
(Dark Spires custom) You've learned how to analyse that cold shiver running down your spine - instead of 'I feel woogy', you can think 'I feel twenty percent woogy with a hint of shady'. You may use Lore as Investigation and get +1 to arcane perception, but no other benefits of The Sight. If you have both this stunt and Finely Tuned Third Eye, they do not stack: you get +2 to Lore-as-Alertness, or +1 to Lore-as-Investigation. If you already have The Sight, this stunt instead grants a stacking +2 to arcane perception, for a total of +3.
Witch Doctor (Specify)
(Dark Spires custom): Requires Homestyle Healing. Your holistic approach to medicine is deeper than most. You may use your Lore skill to declare appropriate justification for the recovery of moderate physical consequences when outside a medical facility, and for the recovery of severe physical consequences within a medical facility. For research purposes, gain +1 on Lore for any Holistic medical research and an additional +1 in a specific area of Holistic medicine.
(Skill & Trappings, page 135)
Bend and Break
When successfully breaking an object using your Might, increase the effect (stress, usually) by two steps.
Built Like An Ox
(JBO Forum) 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.
(JBO Forum) You aren't easy to hold down. Add +2 to your Might skill when specifically attempting to break a grapple.
(JBO Forum) 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.
(OW:156): In combat, add +1 to your Might skill based rolls where your size would prove an advantage.
Heavy Object Attack
(JBO Forum) Pure strength can compensate pretty well for a lack of skill sometimes. You may use your Might skill to make attacks with heavy objects.
(JBO Forum) 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. Specify at purchase which supplemental action you may take.
When determining approximate lifting capacity (page 321), consider your Might to be 2 steps higher than its actual rating.
Muscle Your Way Up
(JBO Forum) Climbing is basically like weightlifting, except you are the weight. Use your Might skill instead of your Athletics skill for the Climbing trapping.
Power Over Finesse
(JBO Forum) Your unarmed attacks rely on brute strength rather than on clever technique. Use your Might skill instead of your Fists skill for the Brawling trapping.
(JBO Forum) You can operate normally with a hundred pounds on your back. Treat your Might skill as fantastic whenever it would complement, modify, or restrict another skill.
Add +1 to your Might skill while using the Wrestling trapping to maintain a grapple.(page 211).
(Skill & Trappings, page 135)
(JBO Forum) Requires Method Actor. Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, use your Performance skill instead of your Intimidation skill for the Threats trapping.
(JBO Forum) You are an artist, obviously. Pick a genre and a medium. Add +1 to your Performance skill when dealing with something that is part of either your chosen medium or your chosen genre, and add +2 to your Performance skill when dealing with something that is part of both your chosen genre and your chosen medium.
You not only create art, you’ve studied it deeply. Add +1 whenever using your Performance skill as a knowledge or perception skill to research or study a work of art. Add an additional +1 in a specific, broad area of art (e.g., music, painting, sculpture), add another +1 in a yet narrower area (e.g., pop music, Renaissance paintings, the Dada movement) for a total +3 whenever dealing with your area of greatest expertise.
(JBO Forum) 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.
(DFJunkie:Forum Post): Requires Working Artist. Once per session, use your Performance skill instead of your Resources skill for the Buy Things or make your Money Talk trapping.
Building Upon The Mood
(JBO Forum) You know how to use the local ambience to maximum effect. Add +1 to your Performance skill when tagging or invoking a scene aspect to boost a Performance roll.
(JBO Forum) 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.
Favourite Subject Matter
(JBO Forum) You know one subject and you know it really well. Pick a topic. When producing art that pertains to that topic, add +2 to your Performance skill.
(Dark Spires custom): Use your Performance skill instead of your Athletics skill for the Dodging trapping.
Given a few hours to study someone’s behavior and modes of speech, you may imitate their mannerisms and voice using your Performance Skill instead of your Deceit skill for the Disguise trapping. Without strongly controlling the circumstances (e.g., impersonating someone over the phone), such impersonations won’t last very long. If combined with the Makeup Artist stunt (page 151) and plenty of preparation, you may use either your Performance skill or Deceit skill to pull off a full impersonation, using the better skill for all relevant rolls and getting a +1 against Investigation rolls trying to penetrate the disguise.
I Perform, Therefore I Am
(Dark Spires Custom) Your role as a performer - whether musician, composer, writer, or anything else - is core to your identity. Use your Performance skill instead of your Presence skill to determine the length of your Social stress track.
(JBO Forum) You are a comedian. Add +2 to your Performance skill when using it to make jokes and generally be funny.
(JBO Forum) 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 for using the Disguise trapping. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
(JBO Forum) Some people paint paintings. Some people carve sculptures. You mix cocktails. Add a new trapping called Bartender to your Presence skill.
(Dark Spires Custom) Requires The Chef is In. Use the Performance Skill instead of Empathy for the Shoulder to Cry on Trapping. Cook a fancy, peace inducing meal to help recovery of a mild consequence. Can help recovery of a moderate consequence with the expenditure of a Fate Point.
You have an affinity for beauty in written and spoken language. Add +2 to your Performance skill when composing something with words and is considered to be two higher when used to modify (page 214) a social skill.
When performing for an audience, normally you can only create aspects on the scene that are broad, focused on general moods (Creepy as Hell, Let’s Party!, Uninhibited). With this stunt, you may make performances that target something more specific, perhaps directing that mood at a particular person or group. For instance, a satirist with this stunt could attempt to use his performance either to elicit a response from one person in the audience (The Jig Is Up) or to cause the audience to direct their mood toward that person (Check Out the Emperor’s New Clothes).
(gaelvin:Forum Post): Practiced in the art of stage combat, you can use your Performance skill to complement your Weapons skill when defending with an appropriate weapon.
(JBO Forum) You know your audience. Pick a type of being (narrower than human or vampire). When playing to beings of that type, add +2 to your Performance skill.
The Chef is In
(Dark Spires Custom) You are truly capable of making the most elegant and artistic of meals. Add a new Trapping to your Performance Skill called Cooking.
The Complete Performer
(JBO Forum) 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 fantastic.
(DFJunkie:Forum Post): Use your Performance skill instead of your Resources skill to determine your Lifestyle (Pg YS:139)
(Skill & Trappings, page 136)
(JBO Forum) Your natural charisma and confidence carry over to the animal kingdom. Use your Presence skill instead of your Survival skill for the Animal Handling trapping.
(JBO Forum) You are in charge. Add +2 to your Presence skill when using it against someone under your authority (ie: students for a teacher, grunts for a sergeant).
(JBO Forum) A person with some minions is always more powerful-seeming than someone with none. Add +2 to your Presence skill for use of the Command trapping as long as you have some subordinates around.
Don't Mess with My Friends
(JBO Forum) You give your allies comfort. Your Presence skill complements the social defense skills of your allies as long as you are present.
(JBO Forum) 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.
(JBO Forum) You are very well known. Add +2 to your Presence Skill when using the Reputation trapping.
Force Of Personality
(JBO Forum) Force of will and force of personality aren't really all that different. Use your Presence skill instead of your Conviction skill to determine the length of your Mental stress track.
I Do What I Want
(JBO Forum) You don't take no orders from nobody. You have social armour 1 against social attacks phrased as commands.
(Dark Spires Custom) Something about the force of your personality gets people angry - usually at you, but it also gives you a knack for generally pushing buttons. Use your Presence skill instead of your Intimidation skill for the Provocation trapping.
When you talk, people listen. Add +1 to your Presence skill when using Presence to command a group (page 137). Further, your efforts to coordinate a group are efficient, moving one time increment (page 315) faster than normal.
You have a calm confidence that others find appealing. Add +2 to your Presence skill when using the Charisma trapping.
Pretty Fly For A Dead Guy
(JBO Forum) 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.
(JBO Forum) You understand how to be powerful, which is much more difficult than it sounds. Add +1 to your Presence skill to make Declarations related to power and who has it in any given social situation.
Your abilities and experience lend your words extra weight in the spirit realm. Add +2 to your Presence skill when dealing with ghosts.
(JBO Forum) Unlike most people, you have been trained in the science of military strategy. Add a new trapping called Strategy to your Presence skill. The Strategy trapping is used to make Assessments, Declarations, and other rolls related to strategy either in battle or in games.
(JBO Forum) You don’t give up on an argument easily. You may take 1 additional mild social consequence.
It’s difficult to make you look bad in social conflicts. Provided that the people present are aware of who you are, you gain Armor:1 against any social attacks.
(Dark Spires Custom) People do what you say when you pay them enough. Add a new trapping called Employment to your Presence skill. The Employment trapping is used to acquire subordinates, employees, and minions. To gain an employee, roll Presence (You may not use Fate to bolster this roll). The employee gained must have a specified employee type (IE Bodyguard, Acquisitions Specialist, Meat Shield, Gun Bunny, Intimidator, Surly Lawyer, Goon, etc). When entering into a scene, each employee creates a sticky Aspect related to their employee type that carries as many tags as were achieved during the employment roll. (IE, 1 shift gains 1 tag, 3 shifts gains 2 tags, 6 shifts gains 3 tags, etc). These tags are usable by the Employer only. You may employ as many subordinates as half of your Resources rating, rounded down. The Employee will be added to your Inventory with pertinent information such as how many free tags are available for their named aspect upon entering scene.
The Opinions Of Your Sort Are Irrelevant to Me
(JBO Forum) You just don’t really care about what certain beings have to say. Pick a type of being. You have armor: 1 against social attacks from that type of being.
The Weight of Reputation
Your reputation is such that it puts you in an easy position of power. People in power are good at scaring folks who aren’t. You may use your Presence skill instead of Intimidation skill for the Threats trapping.
We Got A Plan
(Dark Spires custom) Your contingencies are many and unpredictable, making your plans especially malleable. Use Presence within a scene, once per scene, to make declarations about contingencies set up off-screen. This will place one sticky, tagable, scene aspect available for as many uses as your shifts on the Presence roll allow.
Welcome To My World
(JBO Forum) In your domain, you are more confident and people treat you better. Pick a place. Add +2 to your Presence skill when in that place.
(Skill & Trappings, page 138)
(OW:97): Add +2 to your Rapport skill when interacting with animals.
Best Foot Forward
People just like you, especially when you’re deliberately trying to make a good first impression (page 138). Add an additional +1 shift on your roll result for the First Impression trapping, and failing that roll cannot give you a negative temporary aspect or make the situation worse.
(JBO Forum) Your facial expression doesn't reveal anything. Add +2 to your Rapport skill when using it to defend against an Empathy "read".
(OW:149): Add +2 to your Rapport skill when "living it up" - having a drink, telling a joke, and enjoying the company of others doing the same.
Chat Up The Crowd
(JBO Forum) The difference between small talk and an information-gathering campaign is nothing more than scale. Use your Rapport Skill instead of your Contacts skill for the Gathering Information trapping.
(JBO Forum) People like you. Use your Rapport skill instead of your Contacts skill for the Knowing People trapping.
(JBO Forum) You’ve been trained to negotiate the best deal possible. Add +2 to your Rapport skill when using it as a defense when there's money at stake.
(JBO Forum) You have been trained to ask effective questions. Add +2 to your Rapport skill when using the Chit-Chat trapping.
Let me Buy You a Drink
(OW:126): Add +1 to your Rapport skill when using the Chit-Chat trapping. Furthermore, you may use your Rapport skill rather than Empathy to "read" another character in social settings such as a party, a bar, etc.
Let Me Tell You a Story…
You have the gift of gab, able to draw the attention of others with colorful words and stories. This tends to leave your audience distracted. Use your Rapport skill instead of your Deceit skill for the Distraction and Misdirection trapping (page 126), so long as you are able to talk to your targets.
Looks Can Be Deceiving
(JBO Forum) You're especially good at making people think you're on the level. Use your Rapport skill instead of your Deceit skill for the False Face Forward trapping.
My Crowd Likes Me
(JBO Forum) You get along well with certain people. Choose a type of being (eg. horror movie fans, summoned creatures). Add +2 to your Rapport skill when using it to on that type of being. This bonus does not apply to attacks or to defense rolls.
Man, I feel sorry for you. Add +2 to your Rapport skill when making maneuvers to create aspects based off of pity.
(JBO Forum) 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.
Folks attracted to people of your gender cannot help but notice you. You’ve got “it.” Receive a +2 to the roll on any seduction attempts you make with Rapport, provided that the target is someone who could be receptive to your advances.
(JBO Forum) You are gifted at talking your way past people – Use your Rapport Skill instead of your Intimidation skill for the Brush-Off trapping. Rapport-based Brush-Off attempts don't scare people; instead they render their targets starstruck.
(Dark Spires custom): You do not usually lie, but sometimes...it is necessary for the greater good. With just the right amount of detail and imagination, you are able to talk and talk and talk until it's hard /not/ to believe you! Use your Rapport skill instead of your Deceit skill for the Falsehood and Deception trapping.
(Skill & Trappings, page 139)
(JBO Forum) You have access to an impressive supply of weaponry. Add +2 to your Resources skill when using it to buy or already own weaponry.
If it involves using money and other gifts in illegal or corrupt ways—bribery, mainly—you have a talent for making it work. Your dirty money travels farther, made frictionless by the greasy stain of it all. Gain a +2 to Resources whenever using it for illicit purposes.
(JBO Forum) Money can, in fact, buy friends. You may substitute your Resources skill for your Contacts skill in high society.
High Quality Workspace
Instead of Resources–2, your “automatic” personal work-space (page 139) is of a quality equal to your Resources. Alternately, it’s still Resources–2, but it’s able to fulfill two workspace functions (such as Academic as well as Arcane Research). This stunt may be taken multiple times to broaden the number of workspace functions available to you, but it may never be used to improve the quality above the level of your Resources skill.
I Get By
(JBO Forum) 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.
(JBO Forum) 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.
Licenses for Everything
(JBO Forum) 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. (ADMIN NOTE: please note the difference in gun laws)
Your wealth is well established and robust, making you the man or woman who has everything. Normally, someone may be assumed to have an item that costs two steps less than his Resources without having to seek it out and buy it, assuming that it makes sense for him to have attained it previously. In your case, it’s any item equal to or less than your Resources.
For some bizarre reason, everyone wants to talk to the guy who hands out money. Use your Resources skill instead of your Contacts skill for the Gathering Information trapping.
My Own Mint
(KOFFEYKID:Forum Post): You are so rich you almost have a license to print money. Add +1 to all Resources rolls.
Shut Up And Take My Money
(JBO Forum) 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
(JBO Forum) 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.
You’re occasionally able to tap into more Resources than usual, such as cashing out stocks or receiving a periodic disbursement from a trust fund. Once per adventure, you may spend a fate point to make a single Resources roll at +4.
(Skill & Trappings, page 140)
(Dark Spires Custom) Requires Cooking is Chemistry. Use the Scholarship Skill instead of Empathy for the Shoulder to Cry on Trapping. Cook a highly technical, personalized, meal to help recovery of a mild consequence. Can help recovery of a moderate consequence with the expenditure of a Fate Point. (A similar stunt exists in Craftsmanship and Performance)
Canon Lawyer (Specify)
(OW:145): Add +1 to your Scholarship skill when related to law, an additional +1 to checks related to theological canon (Roman Catholic, Islamic, Buddhist) specified at the time this stunt is taken.
Cooking is Chemistry
(Dark Spires custom): Alton Brown has taught us all that you can be an amazing chef/baker through the understanding of chemical reactions within food. Add a new Trapping to your Scholarship Skill called Cooking.
(JBO Forum) Using a computer and hacking one are pretty much the same thing. Add a new trapping under your Scholarship skill called Cracking. Use your Scholarship skill to defeat computerized security.
You have a medical degree or the equivalent of such an education. You may use your Scholarship skill to declare appropriate justification for the recovery of moderate physical consequences when outside a medical facility, and for the recovery of severe physical consequences within a medical facility. For research purposes, gain +1 on Scholarship for any medical research and an additional +1 in a specific area of medicine. This stunt may be taken twice, with the bonuses on research stacking to indicate particularly deep or excellent medical knowledge (such as with a heart surgeon, etc.).
(JBO Forum) 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.)
You are trained to distinguish forged documents from real ones. Add +2 to your Scholarship skill to spot forgeries or falsified documentation.
(JBO Forum) 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.
I Have Lived History
(JBO Forum) You know the history of the world very well because you were around for most of it. Add +2 to your Scholarship skill when using it for knowledge of the past.
You may speak (and read) additional languages as if your Scholarship score was 4 higher than it is. You may take this stunt multiple times, adding four more each time. Up to half of the languages you speak may be obscure, rare, or dead, provided you can establish an opportunity to study them.
Master Of Factoids
(JBO Forum) You know a lot of little things that have an odd way of coming in handy. Adds +2 to your Scholarship skill when using the Declare Minor Details trapping.
Master Of Riddles
(JBO Forum) 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.
(OW:117): Use your Scholarship skill instead of your Investigation skill when using the Examination trapping while examining a Corpse.
(JBO Forum) You are trained as a meteorologist and so you are skilled at predicting the weather. Add +1 to your Scholarship skill when using the Assessments and Declarations process about the weather.
(JBO Forum) Not all subjects are taught in university. You may add an additional field of knowledge to those covered by your Scholarship skill, one at a time.
(JBO Forum) You are known for the quality of your work. Use your Scholarship skill instead of your Presence skill for the Reputation trapping.
(JBO Forum) 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.
(Dark Spires custom) Requires Doctor. As a doctor, you're most concerned with getting in there and fixing patients. Add +2 to your Scholarship skill when using it to assist in the recovery of physical consequences.
(JBO Forum) 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.)
(JBO Forum) You know how to code. Add a new trapping called Programming to your Scholarship skill. The Programming trapping is used to write, edit, and analyze computer code. This trapping goes beyond simple Computer Use and into the domain of professional computer people.
Unlike most people, you have been trained in the science of military strategy. Add a new trapping called Strategy to your Scholarship skill. The Strategy trapping is used to make Assessments, Declarations, and other rolls related to strategy either in battle or in games.
When using Scholarship to do scientific research, gain +1 in a particular area of focus (e.g., Biology, Chemistry, Physics). Gain an additional +1 in an even more specific area of specialization (e.g., Marine Biology, Organic Chemistry, Quantum Physics). A “Scholar” version of this stunt may be taken instead for something outside of the realm of science (e.g., Literature/19th Century Literature or History/Chinese History).
(Ophidimancer:Forum Post): You are able to babble in highly technical language until others lose interest and wander off. Use your Scholarship skill instead of your Intimidation skill for the Brush-Off trapping.(page YS:132).
Unified Theory of Thaumoscientific Research
(Dark Spires custom) Use your Scholarship skill instead of your Lore skill for the Arcane Research trapping.
(Skill & Trappings, page 142)
Among The Seaweed
(JBO Forum) You are a master of submersible subterfuge. Add +2 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.
You blend into a crowd easily. If there’s a crowd to hide in, you gain +2 to your Stealth rolls. This is particularly useful when Shadowing (page 143) someone on foot.
Native of the Land
(Specify): The land and you are as one. If there is a sufficient way to hide in the surroundings, gain +2 to your Stealth rolls for a particular broad type of environ (desert, forest, grassland, jungle) specified when this stunt is taken. This is particularly useful when Shadowing (page YS:143) someone through your chosen habitat.
(JBO Forum) 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.
(JBO Forum) You prefer to attack by surprise. Add +2 to your Stealth skill when using the Ambush trapping.
Stay Close and Keep Quiet!
When sneaking around with a group, you are able to use your Stealth skill to complement (page 214) your allies' Stealth skill as they roll to stay hidden and quiet, provided they stay nearby and follow your instructions. Failure on either of these points means they lose the benefits. If you have any aspects specific to your ability to sneak around, your companions may invoke those aspects for their benefit as well.
Swift and Silent
When Skulking (page 143), any difficulty increases due to fast movement are reduced by up to two.
The High Ground
(Belial666:Forum Post): Add +2 to your Stealth skill when using the Skulking or Hiding trapping and located at a higher elevation.
(JBO Forum) You don’t seem to leave footprints. The difficulty of any attempt to track your movements is two shifts higher than it normally would be.
(Skill & Trappings, page 143)
Animal Handler (Specify)
Roll Survival at +1 when using it for Animal Handling or, where relevant, Riding (page 143). Gain an additional +1 when dealing with a particular broad type of animal (birds, dogs, cats, horses) specified at the time you take this stunt.
Animal Trainer (Specify)
Go on, you know you want to whisper to it. Gain +1 when rolling Survival for Animal Handling or, where relevant, Riding (page 143) when dealing with a particular broad type of animal (birds, dogs, cats, horses) specified at the time you take this stunt. For efforts related to training the specified animal type, gain an additional +1 bonus or decrease the time need by one increment.
(JBO Forum) You know how to live naked in the wilderness. Ignore two shifts worth of increased Survival difficulty from lack of tools.
(JBO Forum) You fish. It’s how you get your food. When attempting to Live Off The Land in an area of water, add +3 to your Survival skill.
Frontiersmen Have To Improvise
(JBO Forum) Making stuff out of the things around you is an integral part of wilderness survival. Use your Survival skill instead of your Craftsmanship skill for the Jury-Rigger trapping.
You’re able to survive nearly indefinitely outdoors, living off the land. Scavenging rolls (page 143) are made at +1, and the time between multiple rolls for a prolonged stay is increased by one increment (page 315).
As an experienced hunter, you know how to track game in the outdoors. Add +2 to your Survival skill for the Tracking trapping while in the wilderness or other outdoor area.
(JBO Forum) 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.
(JBO Forum) You could play a game of poker in the saddle if you wanted to. Add +2 to your Survival skill when using it to ride.
Strip the Flesh
Careful, don't sour the meat. Experienced at dressing a carcass, you gain +2 on Survival rolls related to acquiring usable materials from a body.
(JBO Forum) You could track a bacterium across ten parsecs of glass in a rainstorm with your eyes closed. Add +2 to your Survival skill when using the Tracking trapping.
(JBO Forum) You've spent time in the Nevernever and have a pretty good idea of how to survive there. Add +2 to your Survival skill as long as you are in the Nevernever.
They're In the Trees
(JBO Forum) Basic wilderness survival includes a great deal of stealth. Use your Survival skill instead of your Stealth skill for the Hiding and Ambush trappings as long as you are outdoors.
(JBO Forum) 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.
(Viatos:Forum Post): Against attacks made by animals and similar non-sentient beings, Survival may be used for defense.
(Skill & Trappings, page 144)
(OW:149): You may choose to go berserk in a fight. Once you enter this mode, you must attack your foes until you or they are taken out. While berserk, gain a +1 to attacks and your attacks all do +1 stress if they hit, but all your defense rolls are made at -1.
(JBO Forum) You hit so hard that your weapons break. While using the Weapons skill to attack, you may spend 1 fate point to add +3 to your weapon rating for that attack. If you do so, and your attack is successful, the weapon the attack was made with is destroyed. This stunt is not usable by those who can replace their weapons, such as via Energy Weapon or Spirit Sword.
Bows Are Weapons
(JBO Forum) They totally are. You may use your Weapons skill to wield bows, including crossbows.
Can't Swing A Bottle Without Hitting A Face
(Dark Spires custom) It's easy to hit something when you're surrounded. Add +1 to your Weapons skill for attacks when you are personally outnumbered in your zone.
(Dark Spires custom) You can keep momentum going from one attack to another. If you take out an opponent with a Weapons attack, you may use overflow shifts (Your Story p214) to attack another opponent in your zone. You may only do this once in a turn and, per usual overflow rules, cannot invoke aspects to give yourself more overflow shifts.
(OW:240): Add +1 to blocks made with the Weapons skill when facing a single opponent.
Flying Pointy Bits
(OW:169): Add +1 to your Weapons skill when using the Distance Weaponry trapping.
(JBO Forum) Even in the chaos of the battlefield, you place your strikes with care. Add +2 to your Weapons skill when using it to make an aim-based maneuver.
Thrown weapons normally have a range of only one zone. With this stunt that range extends to two zones.
(JBO Forum) Your knowledge of weapons helps you conceal them. You may use your Weapons skill to conceal weaponry.
Is That a Baton in Your Pocket
Police in the UK do not traditionally carry guns and are instead issued other items for personal defense, including the ASP extendable Baton. Police training gives you a +1 bonus when using the baton to subdue a target.
Throwing deadly items around is just par for the course for you. Catching them is, too. Even bare-handed, you may use your Weapons skill to defend against a thrown attack, allowing you to catch the item if you succeed on the defense. In addition, you may use your Weapons skill instead of Performance in order to entertain an audience with your juggling.
Know Your Blades
(JBO Forum) 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, historical fights, and the culture surrounding fights using your Weapons skill. Such rolls are made at +1.
(JBO Forum) 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.
You gain a +2 to attacks made when beginning the turn in a different zone than your target. You may only use this stunt once per exchange, and it doesn't cover thrown weapons.
(JBO Forum) Your swordsmanship is truly a thing of beauty. Add two to your Weapons skill when using it to perform a maneuver related to your sword work.
Master Of Restraints
(JBO Forum) 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.)
(JBO Forum) You know how to fight from atop a horse. Add one to your Weapons skill when using it to attack while riding an animal.
(JBO Forum) When you get blood on your blade, you flick it off with a very intimidating-looking technique. When you inflict stress with an attack using the Weapons skill, you may sacrifice your next action to place a fragile Aspect related to fear or awe on your target or related to looking really badass on yourself.
Off-Hand Weapon Training
You know how to fight more effectively with two weapons in hand. Normally, you may only take the damage bonus from one weapon on a successful hit; with this stunt, you may add half of the second weapon’s bonus as well (round up).
(Dark Spires custom) Requires Perfect Parry. You're good enough at using a weapon to parry that you can knock ranged attacks out of the air. If you have an appropriate weapon in hand, you can roll Weapons to defend against ranged attacks, and add +1 to your Weapons skill for defences.
(JBO Forum) You are a master of not attacking anyone in a fight. Add +2 to your Weapons defence rolls when taking a full defence action. This stacks with the normal benefits provided by full defence.
(JBO Forum) 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, once per scene.
(JBO Forum) You know where to hit, and how to make it count. When you successfully perform a maneuver with your Weapons skill, the resulting aspect is automatically sticky. In addition, the difficulty of any attempt to remove the resulting aspect is increased by two.
On a successful defense with Weapons, you may sacrifice your next action to turn that defense into an immediate and automatically successful attack. Your attacker must be within range of your weapon, and if you’re mounting a full defense (page 199) you do not get the benefit of the +2 bonus when your defense roll converts to an attack roll.
When you establish a block against attacking someone in your zone, and an opponent overcomes that block, you can choose to take the stress instead of your charge. Your block strength is taken as your defence roll.
(JBO Forum) You know how to use a shield. Add one to your physical armour score as long as you are carrying a shield.
Swing for the Fences
(OW:144): Gives +2 to an attack made with the Weapons skill, but all Defense or Block actions made with Weapons, Fists, or Athletics suffer a -2 penalty until your next turn.
Tie 'Em Up
(JBO Forum) 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.)
Toys are weapons
(Dark Spires custom): They totally are. you may use your weapons skill to wield one "toy" weapon such as paintball guns or water pistols. Select one.
(JBO Forum) Requires Weapons Specialist. 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.
Wall of Death
Your skill with your weapon is such that you can attack several opponents at once, creating a veritable “wall of death” around you. This allows you to use the Weapons skill to make spray attacks (page 326) with your melee weapon of choice against opponents that are in your zone. You may not combine the benefits of any other stunt with the effects of Wall of Death.
(JBO Forum) 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.
Weapon Specialist (Specify)
(Dark Spires custom) You're particularly skilled with one particular class of weapons, specified when you take this stunt, such as batons or short knives. Add +1 to your Weapons skill when attacking with your selected weapon. You may take this stunt multiple times for a different weapon each time.
Weapons Hurt, So Do I
(Dark Spires Custom) Use your Weapons skill instead of your Intimidation skill for the Social Attacks trapping of intimidation provided you are brandishing a weapon.