Unique Stunts

Here I will put up a list of all unique Stunts that I or the other players have created, to serve as inspiration and perhaps be recycled in future games:

  1. You owe me one: Use contacts instead of resources when buying things.
  2. Butterfly Knife: +2 damage with a knife.
  3. He Who Fights Monsters: When fighting against confirmed, known monsters, +1 to Weapons.
  4. Get Behind Me: +1 to Weapons/Fists when defending another person as a Block.
  5. No Offense Taken: +2 to Social Defense (Empathy)
  6. Catlike Disregard: Gain Armor 2 vs. Intimidation social attacks.
  7. Like The Back Of My Hand: +2 to Contacts when in your home neighborhood.
  8. Iron Reputation: Gain Armor 1 vs. social attacks when in public.
  9. Knows Her Limits: When not actively fighting during a physical conflict and while being protected, gain +2 to Athletics defense rolls.
  10. Play To The Crowd: +2 to Rapport when making a speech.
  11. Ruthless Exploiter: When Tagging an Aspect for a physical attack, gain +3 instead of the usual +2.
  12. Unbreakable Resolve: Once per Scene, you may pay a Fate Point to REMOVE a minor physical or social consequence.
  13. Feint Master: In combat you may use Deceit as a Block against a physical attack.
  14. Ruthless Assault: When attacking a target you have successfully defended against with a Deceit Block, gain +1 to Weapons.
  15. In My Element: Gain Armor 2 vs. social attacks when at a party or club.
  16. Mental Fortress: Gain +2 Mental Stress boxes. (this one may be a bit overpowered, I’m not sure I’d allow it for a player. It’s kind of a slippery slope).
  17. Fearsome Charge: +1 Athletics defense rolls against Guns used by a target you are attacking.
  18. Blade Catch: When attacked by a bladed weapon, you may choose to fail the defense roll, taking Armor 1 vs. the attack. Immediately roll Fists vs. your opponent’s Weapons. If you succeed, the target is disarmed. (this Stunt is justified by the character’s Inhuman Toughness and Inhuman Recovery. Not sure I’d allow it for a regular character).
  19. Go For The Weak: +1 to Fists vs. any target with a Moderate Consequence.
  20. No Mercy: +1 to Guns when fighting a single opponent.
  21. Armor Expertise: When wearing Armor 1 or 2 gain +1 Armor.
  22. Vehicular Slaughter: May make physical attacks with a vehicle using Drive with no penalty.
  23. Covering Fire: May use Guns to dodge ranged attacks.
  24. Not Holding Back: +2 Damage vs. Monsters when using Guns or Fists.
  25. Chain Guard: When performing a Weapons Block with a Chain you may make a 1 Damage attack as a Supplemental Action. (I am not at all sure this is balanced, would probably have to playtest it)
  26. Tenacious Hound: +2 to Driving when chasing a vehicle.
  27. Double Shot: May reduce Guns skill by 2 to attack 2 separate targets within the same Zone.
  28. Sweet Shot: May spend a Fate Point to completely bypass all of one target’s Armor, including Supernatual Armor, once per scene.
  29. Bully Tactics: +2 to Intimidation when backed up by a number of allies outnumbering your opponents.
  30. Unreadable: You may use the Closing Down skill trapping even when unaware you are being read, and it always functions at +1.
  31. Bullets for Everyone!: +1 Damage to ALL targets when performing a Gun Spray Attack.
  32. Ammo to Spare: +1 to Guns when performing a Spray Attack or a Block.
  33. Lover’s Revenge: Once per Scene, when your lover takes a Consequence, if your next attack targets the enemy who harmed them, the attack gets a +2 bonus.
  34. The Calm One: When an ally is engaged in a Intimidation conflict, you gain +3 to Empathy in an attempt to Read their target, so long as you do nothing else during the conflict.
  35. Minds as One: When working together with a specific ally you have worked with for a long time, you gain +1 to Alertness vs. surprise and to Investigation when trying to find enemies.
  36. Block Breaking Blow: When an enemy defends against your Weapons roll and the roll is tied, your Weapons are rated at 2 levels higher for the purposes of the attack.
  37. Eccentric Prep: When an ally is engaged in a Social Conflict, you may roll Deceit at +1 in order to set up a Maneuver for a Physical Attack without arousing suspicion. Your character comes off as strange and eccentric during as a result.
  38. Parkour Artist: +2 to Athletics when clearing obstacles or involved in a chase, unless it is occurring in a completely open environment.
  39. One Track Mind: You may choose one target to focus your Investigation on. For the rest of the Session, all Investigation rolls vs. that one target are at +2.
  40. Street Smart: Use Contacts for knowledge of getting around the city, and making declarations for locations.
  41. On the prowl:+1 to hiding and skulking on the street or in dark or abandoned places.
  42. Cheap Shot: +3 to an attack with a hidden weapon once per scene. Must pay a fate point.
  43. Career Criminal: May use Deceit to roll against surprise.
  44. Part of the Scenery: When have time to prepare (several minutes), gain +2 Stealth when attempting to appear as just an ordinary person on the scene.
  45. Hidden Backup: Deceit is at +1 to hide any kind of small object on your person or nearby.
  46. Pro Photographer: Trained in the art of photography, roll Investigation for attempts at +2. Can make 1 Assessment action just from a photo.
  47. Professional Backbone: +2 Rapport to defend vs. Intimidation rolls when on the job (as private investigator).
  48. The Shadows Belong to Me: Gain a +3 instead of +2 for invoking any maneuver or aspect related to darkness.
  49. The Darkness is Simpler: +1 to Gun attacks in darkness.
  50. The Darkness is Comforting: +1 to all athletics defenses in darkness.
  51. Explosives Hobbyist: +1 to Craftsmanship and Deceit when planting explosives.
  52. Blood Rage: If third stress box or higher is filled (physical), all attacks inflict 1 more damage. If take a Moderate or higher Consequence, all attacks inflict 1 more damage. These bonuses stack.
  53. Street Kid: Can use Survival Skill for scavenging and tracking on a familiar city’s streets.
  54. Cold Sniper: +1 to any Maneuvers while Sniping. May invoke 1 Maneuver per shot for an additional +1 bonus.
  55. Hatchet Skills: +1 attack with any sort of axe.
  56. Bigger Bodyguard: +3 Intimidation to Brush Off against hired guards or soldiers.
  57. Fade Into the Background: When ally is engaged in a Social Conflict, can roll Presence to try and appear unimportant and forgettable. This counts as a Maneuver, creating a “Part of the Scenery” Aspect which can then be tagged for a physical attack if necessary. While this Maneuver is active, may roll Assessments with Investigation at a +1 bonus.
  58. Mental Detachment: May take an additional 2 Mild Mental Consequences against supernatural mental attacks.
  59. Not a Part of this Fight: Gain +3 to Stealth when Hiding or Skulking (but not Shadowing), so long as you do not do anything aggressive. If you wish to make an attack from Stealth, you must pay a Fate Point.

Unique Stunts

Penumbral Shift Bluespade