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Unwritten: System Reference Document/Stunts and Resources
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==Creating a Stunt== There is no definitive list of stunts. Rather they are created by players and the GM working together to find things that add the right flavor to the character. Use these general categories and examples as guidelines for building what you need. ===Adding a Bonus to an Action=== The most basic option for a stunt is to give a skill an automatic bonus under a particular, 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. :'''Special Forensics Training.''' You have been trained to gather detailed physical evidence and tease out as much detail as you can. If you succeed at a discover action while initially examining the scene, you get two additional shifts added to your successful result. :'''Backwoods MacGuyver.''' You’ve got a flair for whipping up things (traps, simple contraptions, etc.) with just materials you find in nature. You get a +2 bonus on actions using Craft while in the wilderness that involve you making things on the fly. :'''Explosive Intellect.''' You are particularly good at making machines malfunction in messy, distracting ways. If you succeed at a Create Advantage action using Engineering, you place a distracting situation aspect on an area and you automatically create a Fair (+2) opposition for the next person who attempts any action in that area. (Normally you’d have to invoke the aspect somehow, but this is for free). ===Adding an New Action to a Skill=== Another use 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. :'''Mind of the Creator.''' Using Craft or Engineering, you can analyze an item in order to tell you something about the creator as a discover action. :'''Master of Bluster.''' You may use Provoke instead of Deceive when making a scene in order to distract onlookers from some other action. :'''Biofeedback Training.''' You have studied how the body reacts to stress as well as strategies for alleviating it. You may use Medicine instead of Will to oppose Provoke actions that target you. ===Creating a rules exception=== Finally, a stunt is a single exception for any other game rule that doesn’t precisely fit into the category of an action. There are all sorts of different little rules about the circumstances under which a skill can be used and what happens when you use them, for example. Stunts can break those, allowing your character to stretch the boundaries of the possible. Additionally, your stunt may simply be narrative with no specific system effects. 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. :'''Friendly Face.''' You immediately come across as a likeable person, no matter the situation. NPCs are favorably disposed to you when you first meet them until you give them a reason to feel otherwise. This works even if you do not share a language. :'''Useful Little Things.''' Your pockets are full of useful little things. Whenever you need something, you have it, provided it’s not something too unusual or too large to fit in a pocket, belt pouch, or backpack. When you say you have something, the GM should be likely to agree. :'''Carefully Concealed.''' When you use Stealth to create a Carefully Concealed (or similar) advantage on something, you can always actively oppose any overcome rolls to discover the item (also using the same skill), even if you’re not there. (Normally, if you weren’t there, the investigating character would roll against passive opposition, making it much easier to discover.)
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