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Unwritten: System Reference Document/Stunts and Resources
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===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).
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