Post by Naruto Story on May 20, 2017 15:52:14 GMT
Adding a New Action to a Skill
The most basic option for a stunt is to allow a skill to do something that it normally can’t do. It adds a new action onto the base skill in certain situations, for those with this stunt. This new action can be one that’s available to another skill (allowing one skill to swap for another under certain circumstances), or one that’s not available to any skill.
Here are some new action stunts:
Backstab. You can use Stealth to make physical attacks, provided your target isn’t already aware of your presence.
The Fight in the Dog. You can use Spirit to enter the kinds of contests that you’d normally need Power for, whenever your ability to psych your opponent out with the force of your presence alone would be a factor.
You’re Never Safe. You can use Stealth to make mental attacks and create advantages against a target, by staging a heist in such a way as to shatter their confidence in their security.
Just because you have a stunt doesn’t mean you always have to use it when it becomes relevant. Using a stunt is always a choice, and you can opt not to use a stunt if you don’t think it would be appropriate or you just don’t want to.
For example, you could have a stunt that allows you to use Power in place of Speed when defending against arrows and other missile attacks. Whenever you’re attacked by an archer, you can choose to use Power—or simply use Speed as anyone else would. It’s entirely your choice.
Adding a Bonus to an Action
Another use for a stunt is to give a skill an automatic bonus under a particular, very narrow circumstance, effectively letting a character specialize in something. The circumstance should be narrower than what the normal action allows, and only apply to one particular action or pair of actions.
The usual bonus is +2 to the skill total. However, if you want, you can also express the bonus as two shifts of additional effect after the roll succeeds, if that makes more sense. Remember, higher shifts on a roll allow your action to be more effective in certain ways.
You can also use this to establish any effect worth two shifts as an additional benefit of succeeding at the skill roll. This might be Fair (+2) passive opposition, the equivalent of a 2-point hit, a mild consequence, or an advantage that takes Fair (+2) opposition to remove.
Here are some examples of adding a bonus to an action:
Oni Expert. Gain a +2 bonus to create an advantage using Intelliengence, whenever the situation has specifically to do with the supernatural.
Arrows in the Air. You really like emptying magazines. Any time you’re using a bow and you succeed at a ranged attack, you automatically create a Fair (+2) opposition against movement in that zone until your next turn, because of all the lead in the air. (Normally, you’d need to take a separate action to set up this kind of interference, but with the stunt, it’s free.)
Child of the Court. Gain a +2 bonus to any attempt to overcome obstacles with Spirit when you’re at an aristocratic function, such as a royal ball.
Creating a Rules Exception
Finally, a stunt can allow a skill to make a single exception, in a narrow circumstance, for any other game rule that doesn’t precisely fit into the category of an action. The Challenges, Contests, and Conflicts section is full of different little rules about the circumstances under which a skill can be used and what happens when you use them. Stunts can break those, allowing your character to stretch the boundaries of the possible.
The only limit to this is that a stunt can’t change any of the basic rules for aspects in terms of invoking, compelling, and the fate point economy. Those always remain the same.
Here are some stunts that create rules exceptions:
Ritualist. Use Intelegence in place of another skill during a challenge, allowing you to use Intelligence twice in the same challenge.
Hogtie. When you use Intelligence to create a Hogtied (or similar) advantage on someone, you can always actively oppose any overcome rolls to escape the hogtie (also using Intelligence), even if you’re not there. (Normally, if you weren’t there, the escaping character would roll against passive opposition, making it a lot easier to escape.)
Riposte. If you succeed with style on a Power defense, you can choose to inflict a 2-shift hit rather than take a boost.
STYLE STUNTS
every style can also have its own stunts that can be used when the style is being used. But normally do not stack with normal stunts related to Attribute Skills.
When Creating Style Stunts to add to your techniques its important that they all have some type of drawback, the stronger the stunt the stronger the drawback should be.
Drawbacks
Check a stress box
accept a consequence
Give an NPC a boost
Invoke an aspect
Spend a fate point
Limit frequency (scene or session)
Predetermined self-compel (don’t gain a fate point, equivalent to a narrow circumstance)
Benefit
Declare a story detail
Make a rules exception
Gain a boost
Substitute one skill for another
Affect an entire zone
Change a stress hit to a consequence
Any stunt within the game can be re-edited by staff for the sake of being to strong or weak. But never during a game.
The most basic option for a stunt is to allow a skill to do something that it normally can’t do. It adds a new action onto the base skill in certain situations, for those with this stunt. This new action can be one that’s available to another skill (allowing one skill to swap for another under certain circumstances), or one that’s not available to any skill.
Here are some new action stunts:
Backstab. You can use Stealth to make physical attacks, provided your target isn’t already aware of your presence.
The Fight in the Dog. You can use Spirit to enter the kinds of contests that you’d normally need Power for, whenever your ability to psych your opponent out with the force of your presence alone would be a factor.
You’re Never Safe. You can use Stealth to make mental attacks and create advantages against a target, by staging a heist in such a way as to shatter their confidence in their security.
Just because you have a stunt doesn’t mean you always have to use it when it becomes relevant. Using a stunt is always a choice, and you can opt not to use a stunt if you don’t think it would be appropriate or you just don’t want to.
For example, you could have a stunt that allows you to use Power in place of Speed when defending against arrows and other missile attacks. Whenever you’re attacked by an archer, you can choose to use Power—or simply use Speed as anyone else would. It’s entirely your choice.
Adding a Bonus to an Action
Another use for a stunt is to give a skill an automatic bonus under a particular, very narrow circumstance, effectively letting a character specialize in something. The circumstance should be narrower than what the normal action allows, and only apply to one particular action or pair of actions.
The usual bonus is +2 to the skill total. However, if you want, you can also express the bonus as two shifts of additional effect after the roll succeeds, if that makes more sense. Remember, higher shifts on a roll allow your action to be more effective in certain ways.
You can also use this to establish any effect worth two shifts as an additional benefit of succeeding at the skill roll. This might be Fair (+2) passive opposition, the equivalent of a 2-point hit, a mild consequence, or an advantage that takes Fair (+2) opposition to remove.
Here are some examples of adding a bonus to an action:
Oni Expert. Gain a +2 bonus to create an advantage using Intelliengence, whenever the situation has specifically to do with the supernatural.
Arrows in the Air. You really like emptying magazines. Any time you’re using a bow and you succeed at a ranged attack, you automatically create a Fair (+2) opposition against movement in that zone until your next turn, because of all the lead in the air. (Normally, you’d need to take a separate action to set up this kind of interference, but with the stunt, it’s free.)
Child of the Court. Gain a +2 bonus to any attempt to overcome obstacles with Spirit when you’re at an aristocratic function, such as a royal ball.
Creating a Rules Exception
Finally, a stunt can allow a skill to make a single exception, in a narrow circumstance, for any other game rule that doesn’t precisely fit into the category of an action. The Challenges, Contests, and Conflicts section is full of different little rules about the circumstances under which a skill can be used and what happens when you use them. Stunts can break those, allowing your character to stretch the boundaries of the possible.
The only limit to this is that a stunt can’t change any of the basic rules for aspects in terms of invoking, compelling, and the fate point economy. Those always remain the same.
Here are some stunts that create rules exceptions:
Ritualist. Use Intelegence in place of another skill during a challenge, allowing you to use Intelligence twice in the same challenge.
Hogtie. When you use Intelligence to create a Hogtied (or similar) advantage on someone, you can always actively oppose any overcome rolls to escape the hogtie (also using Intelligence), even if you’re not there. (Normally, if you weren’t there, the escaping character would roll against passive opposition, making it a lot easier to escape.)
Riposte. If you succeed with style on a Power defense, you can choose to inflict a 2-shift hit rather than take a boost.
STYLE STUNTS
every style can also have its own stunts that can be used when the style is being used. But normally do not stack with normal stunts related to Attribute Skills.
When Creating Style Stunts to add to your techniques its important that they all have some type of drawback, the stronger the stunt the stronger the drawback should be.
Drawbacks
Check a stress box
accept a consequence
Give an NPC a boost
Invoke an aspect
Spend a fate point
Limit frequency (scene or session)
Predetermined self-compel (don’t gain a fate point, equivalent to a narrow circumstance)
Benefit
Declare a story detail
Make a rules exception
Gain a boost
Substitute one skill for another
Affect an entire zone
Change a stress hit to a consequence
Any stunt within the game can be re-edited by staff for the sake of being to strong or weak. But never during a game.