Stunts

For your convenience, you can return to the Main Rules page here.

For your convenience, you can return to the Section Eleven here.
You can also get to other parts of section eleven:
I. Extras
II. Templates & Musts
III. Powers
IV. Morality
VI. Magic
VII. Fear & Perseverance
VIII. Horror
IX. Curses

Stunts

Just like the Extras and Powers above, this list of stunts is not exhaustive. You can and should read the Fate Core book (or DFRPG) for examples of stunts. Please note that several of these have permissions.

A Little Bit of Everything: When you spend a fate point to roll a skill you have at 0 or 1 ranks, you may add +3 or change one die by one step after rolling. Background Permission: Dilettante
Alchemist: requires High Quality Workspace. You have access to the Extra: Concoctions as well as the Mad Science special skill.
At a Price: You have made contact with a supernatural entity, which you either do not know well or perhaps fail to understand. Once per Milestone, you may have a +3 to any kind of knowledge roll. Using this ability increases your debt by 1. The GM may reduce your debt by compelling you, at a rate of one compel per point of debt. Background Permission: Mystic
Backroom Dealer: you can reduce the time it takes to get a feeling for someone’s motivations. It will always take 1 time increment less. After reading someone for the first time, you have a +1 when using Persuasion to create an Advantage against that person for the remainder of the scene. Background Permission: Spy
Center of Attention: when you Succeed with Style in a social encounter, you may place an Aspect on the scene or yourself. You may also gain a Boost. Additionally, once per milestone you may spend a fate point and choose a target in a social conflict. The target can only attack you until one of you is no longer in the conflict. Background Permission: Entertainer
Chain of Command: choose Fight or Shoot. You gain an additional +1 when invoking an Aspect placed by a companion if that companion used the chosen skill. Background Permission: Soldier
Creature lore (specified types): Choose two types of creature (vampires, spirits, walking dead, lycanthropes, etc.). You are +1 when trying to learn the catch of those creatures. If you take this more than once, choose different types of creature each time you take this.
Dabbler in Darkness: Your Corruption score starts at 1 and can never drop below that. You gain the usual benefits for your Corruption score. You are -1 when rolling future Corruption rolls. Background Permission: Occultist
Damaged Mind: Your Mental consequences cannot be reduced by psychological treatment. In every scene you have one of the following benefits, and you may change the benefit received at the beginning of a new scene. A) +2 to Alertness to avoid ambush or surprise and to Initiative rolls. B) +1 to Will when facing Horror. C) +1 to Fight or Shoot when grossly outmatched. Additionally, as an action, you may change your mindset once per scene. Background Permission: Lunatic
Deep Understanding: Requires Psychologist stunt. You may reduce a Mental Consequence twice instead of once, although this cannot be done in a single roll.
Diplomatic Immunity: While you are in a foreign country, when in a sticky legal situation or faced with a local custom issue, you gain a +2 bonus to social rolls. Background Permission: Diplomat
Doctor: You have a medical degree or the equivalent of this kind of education. You have access to the special skill: Medicine.
Dragoon: You are trained in Off-Hand Weapon training (as per the stunt of the same name in DFRPG.) Additionally, when mounted in combat, you have a +1 to Fight or Shoot against non-mounted opponents. This stunt does not work against creatures of Hulking Size. Background Permission: Officer
Expose Its Weakness: requires Monster Hunter. Non-consequence Aspects you place on creatures of the type selected by Monster Hunter grant a +3 bonus instead of +2.
Eye for Detail: whenever Engineering applies to a scene, you are +1 when making assessments or declarations. Background Permission: Engineer
Feel no Pain: You have an additional mild physical consequence. You add +1 to your armor against unarmed Fight attacks. You cannot take other stunts to increase your number of physical consequence slots. If you have any Toughness powers, the Catch also ignores this additional consequence slot. Background Permission: Laborer
Flash of Intuition: Once per scene, you may roll Investigation in place of any non-physical skill (except Resolve). Background Permission: Investigator
Folklore: You see wisdom in old wives’ tales, superstitions of the common folk, and widely held beliefs. When trying to figure out ways to create defenses or mitigate consequences, you have a +2 bonus.
Gentleman’s Gentleman: you have a valet who helps service your personal needs. You & the DM should work together to create this NPC. Background Permission: Gentleman
Good is Dumb: Requires Corruption score of 2 or higher. Choose one skill. The skill cap for that skill is one point higher.
Governmental Connections: choose a country. When using Contacts in legitimate circles within that country, you are +2 to the roll. You also reduce the amount of time necessary to do so by one increment. Background Permission: Bureaucrat
Great Faith: you have Horror Armor 1. You are also +1 to Will when using that for non-supernatural Acts of Faith. You are +1 to all Corruption rolls. Background Permission: Clergy
Grotesquerie: when using Persuasion to intimidate or instill fear, you may spend a Fate Point to increase your level of success by one step. Alternatively, you can choose entice instead of intimidating or creating fear (this choice is made when the stunt is taken and is permanent). Background Permission: Freak
Gypsy’s Tongue: Whenever you successfully lay a Curse upon a target, you may advance the severity of the Curse by one step. Additionally, you are -1 when rolling Corruption for Cursing someone. Background Permission: Gypsy
Head Shot: Once per scene, you may spend a fate point to increase your gun’s weapon rating by +3.
Jaded: Requires Corruption score of 1 or higher. You are less susceptible to Horror. You have a +1 to your roll against Horror.
Know When to…: When assessing a target in a social situation, you may use Rapport instead of Investigation. You have a +1 when doing so. Background Permission: Gambler
Legal Manipulations: When you use your background skill or Education to place an aspect in a social situation, the Aspect is worth +3 the first time it is used. Background Permission: Lawyer
Letter of Credit: Once per adventure, you may have a +3 to your Resources roll. After that roll, you have a -1 penalty until the end of the adventure (longer if the GM requires it). Background Permission: Businessman
Mad Scientist: requires the Alchemist & either the Doctor or Surgeon stunts. This gives you access to the Extra: Experiments.
Master Alchemist: requires Alchemist. You may take this stunt multiple times. When you do, you may increase the strength of any one Concoction by +1 or may create an additional concoction.
Member of the Oldest Profession: you have a +1 to Persuasion when trying to Charm or when Haggling. You do not need to roll Corruption against natural petty crime. Your Corruption score cannot ever drop below 0. Background Permission: Prostitute
Mob Weaponry: you increase the weapon ratings of torches, clubs, axes, pitchforks and other farm implements by 1. If 3 or more people are using mob weapons also, you get a +1 to your Fight roll. Background Permission: Peasant
Monster hunter (specified type): Requires Creature Lore of the same type. Choose one type of creature (vampires, spirits, walking dead, lycanthropes, etc.) You have studied these creatures extensively. You have a +1 bonus when Creating an Advantage against this type of creature.
Psychology: You may make multiple attempts to treat Mental Consequences, although you cannot roll more than once per scene. You cannot make a consequence worse as a result of failure. You have access to the Psychology skill. Background Permission: Psychologist
Qabal Member in Good Standing: As a member of a Qabal, you may draw upon Qabal resources from time to time, and may be expected to provide resources or services to the Qabal. You are expected to keep your membership relatively secret. You can only get rid of this stunt with GM permission. There may be story penalties for leaving a Qabal. (The Refresh cost on this stunt is +0 for PCs with Thaumaturgy.)
Qabal Mentor: Requires Qabal Member in Good Standing stunt. When dealing with members or trying to find members of your own Qabal, your result is +2 shifts higher.
Scientific Methodology: whenever Science applies to a scene, you are +1 when making assessments or declarations. Background Permission: Scientist
Sea Legs: when aboard a moving vehicle in rough weather or similar jarring circumstances, you have a +1 to Athletics. Background Permission: Sailor
Sneak Thief: when engaged in acts of criminality, you may roll Burglary instead of Stealth. Background Permission: Criminal
Source of Comfort: Requires Great Faith stunt or True Believer Power. Once per adventure, you may roll Faith or Will to remove a Temporary Aspect caused by a failed Horror roll. The difficulty equals the level of failure.
Stand Your Ground: Requires minimum Resolve rank of 4. Once per adventure, you may roll your Resolve against the Fear Rating of a scene. If the current Perseverance number is higher than your Resolve, you may roll that instead with a +1 bonus. If your roll equals or exceeds the difficulty, you may Declare the Scene Aspect “Stand Your Ground”. Anyone may Invoke this Aspect normally (first use is free) to fight the effects of Horror. Additionally, your group may Tag this Aspect when rolling Perseverance. The group may Invoke the Aspect by collectively spending a number of Fate Points equal to the characters in the scene which will be affected. Using this stunt is NOT an action and may even be used to react to any situation.
Strong Faith: Requires the Clergy background or True Believer template. When rolling Horror, you have a +1 bonus. You may either use this for yourself or give it to another. This decision must be made prior to all rolls. Increase any Horror Armor by 1. You are +2 to all Corruption rolls.
Surgeon: You have a +1 bonus to Medical Attention rolls. You have a +1 bonus when declaring/discovering Aspects related to Medical Attention. You have access to the special skill Medicine. Background Permission: Doctor
The Bully’s bully: After placing an Aspect on a target with Persuasion (specifically intimidation), you are +1 to Fight or Weapons against that target while the Aspect remains. Background Permission: Ruffian
Titled: your or your family have a Title. Whenever the GM agrees, your title gives you a +1 bonus in social situations. Background Permission: Aristocrat
Voice of Wrath: When laying a Curse, you have a +2 bonus to the roll.
Wanderlust: when at a location you have previously visited, you may use Travel instead of a knowledge skill (other than Occult Lore) to know someone or something. You may spend a fate point to declare you have been there before. Resources cannot start above 0. Background Permission: Vagabond
Well-Educated: whenever Education applies to a scene, you are +1 when making assessments or declarations. Background Permission: Scholar

Stunts

Qabals of the New Dark Age mrroderick mrroderick