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Open Stunts

This list of stunts is specifically for open skills that can be taken by any character regardsless of their skill levels. Some stunts have pre-requisites that must be met before the stunt can be used. The character can purchase a stunt even if they do not meet the pre-requisites, but it cannot be used until all of them are met. This is important when using minor milestones to swap out stunts.

Each stunt can only be taken once. Those whose names are in italics can be taken multiple times.

Stunt Prerequisite Description Page1)
Armor Training Armor gains stress track
Military Training Aspect +1 damage with all weapons 36
Formation Training Military Training +2 combat action when in formation 36

Alertness

See Also: Alertness (skill)

Stunt Prerequisite Description
Danger Sense Free Create An Advantage action prior to physical conflict
Keen Sense +2 to a specific sense
Reactive In place of a single attack skill for a quick attack
Ready for Anything +2 to Initiative for physical conflict
Combat Awareness In place of Athletics to defend
Take It All In In place of Investigation

Athletics

See Also: Athletics (skill)

Stunt Prerequisite Description
Body Check Can charge up to 2 zones
Hardcore Parkour +2 bonus when moving in difficult terrain
Roll with the Blow Defensive boost can become aspect
Combat Dodge +1 to defend
To Fast to Hit +2 bonus for Full Defense
Contortionist Can fit into 1 size scale smaller
Double Jointed Contortionist +2 bonus to Overcome restraints
Acrobat +2 bonus to Overcome obstacle
Falling with Grace +2 to Defend physical falling damage
Fleet of Foot +2 bonus to Overcome during movement
Equestrian In place of Survival for riding

Burglary

See Also: Burglary (skill)

Stunt Prerequisite Description
Always a Way Out +2 bonus to Create Advantage when escaping
Security Specialist Can resist Burglary attempts against location
Talk the Talk In place of Contacts for Criminal Underground
Criminal Mind Use in place of Investigation for crime scene
Trap Sense Burglary to defend a trap
The Big Picture Place 2 aspects on a cased location
Cat-Burglar Use in place of Stealth for skulking/hiding

Contacts

See Also: Contacts (skill)

Stunt Prerequisite Description
Ear to the Ground Go first in a conflict
Rumormonger +2 to plant vicious rumors
The Weight of Reputation Instead of Intimidation
Insider Instead of Presence for organizations
Famous Aspect Instead of Resources for field of study
Renowned Famous +2 bonus to social skills when known
Epic Repute Renowned Instead of Social Skills when known

Crafts

See Also: Crafts (skill)

Stunt Prerequisite Description
Always Making Useful Things Gain tool retroactively
Better than New! Repair gets aspect instead of boost
Collateral Damage Can attack with craft using materials
Master Aspect In place of other skills within your craft
To the Mallet Born +2 to repair or break
Thump of Restoration To the Mallet Born Immediately repair an object for 1 scene

Deceit

See Also: Deceit (skill)

Stunt Prerequisite Description
Lies upon Lies +2 to lie to someone again
Mind Games Can make mental attacks
One Person, Many Faces FP to know someone
The Great Pretender +2 bonus for disguise of authority
Infiltrator FP to appear in a scene

Drive

See Also: Drive (skill)

Stunt Prerequisite Description
Hard to Shake +2 when pursuing during chase
Pedal to the Metal Win ties during vehicle chase
Ramming Speed! Can attack with a vehicle
Wainwright Instead of Crafts for repair

Empathy

See Also: Empathy (skill)

Stunt Prerequisite Description
Lie Whisperer +2 to discern lies
Nose for Trouble In place of Alertness for initiative
Psychologist Can lower consequences once per session
Cold Read Gain immediate attempt to Create an Advantage

Fighting

See Also: Fighting (skill)

Stunt Prerequisite Description
Heavy Hitter Turns boost into Full Aspect
Hurled Weapon Throw melee weapon into adjacent zones
Killing Stroke Increase severity of opponent's consequence
Brawler Bonus when outnumbered
Dirty Fighter Bonus when invoking opponent's or scene aspect
Fluid Defense +1 bonus when using Full Defense
Deadly Blow Once per scene gain +3 damage for 1 FP
Lethal Weapons Hands are Weapon:1
Step Into the Blow May counter-attack after taking a consequence

Intimidation

See Also: Intimidation (skill)

Stunt Prerequisite Description
Armor of Fear Instead of Fighting to defend
Provoke Violence Create an Advantage to draw someone to you
Torturer +2 when torturing someone
Aura of Fear FP to attack scene
Master of Fear FP to cause consequence instead of stress

Investigation

 

Lore

 

Melee Weapons

 

Might

 

Performance

 

Pilot

 

Presence

 

Ranged Weapons

 

Rapport

 

Will

 

Resources

 

Academics

 

Sleight of Hand

 

Stealth

 

Survival

2012/10/25 03:37
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All Page numbers are in the Legends of Anglerre book until otherwise noted.