And now the biggie
3. Stunts
The following is a list of Stunts available and which skills they apply to. Remember you can only have three stunts, unless you spend one refresh point per extra stunt. So you must choose which is the greater benefit, refresh points or stunts.
Athletics Stunts
• Sprinter. You move two zones for free in a conflict without rolling instead of one, providing that there are no situation aspects restricting movement.
• Rooftop Runner. +2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.
• Dazing Counter. When you succeed with style on a defend action against an opponent’s Fight roll, you automatically counter with some sort of nerve punch or stunning blow. You get to attach the Dazed situation aspect to your opponent with a free invoke, instead of just a boost.
Academics Stunts
• Broad Education. You were practically raised by books. You have two additional Academics specialisations.
• I Know Where to Look! With lengthy access to an appropriate facility, you can attempt to use an Academics specialisation you do not have at 1 rank lower than your skill, rather than the usual 2 lower.
• Renowned Scholar. Between being published in journals and speaking in numerous universities, you have become well known in your sphere of expertise. You can use Academics instead of Contacts or Rapport, when your influence in any specialisations you have comes into play.
• University Backing. You may substitute Academics for a Resources action, if you can illustrate how your university or other institution can get the desired objects or services on your behalf. Drain normal for Resources does not apply to Academics as a whole, but it does apply to this use of it. Difficulties and regaining Academics for this purpose may vary from standard Resources use.
• Unquestioningly Brilliant. When you use an Academics specialisation to create an advantage, it has one additional free invocation.
(The “I’ve Read About That!” and “Shield of Reason” stunts in Fate Core do not apply to Achtung! Cthulhu).
Contacts Stunts
• Ear to the Ground. Whenever someone initiates a conflict against you in an area where you have built a network of contacts, you use Contacts instead of Survival to determine turn order, because you got tipped off in the nick of time.
• Rumourmonger. +2 to create an advantage when you plant vicious rumours about someone else.
• The Weight of Reputation. You can use Contacts instead of Provoke to create advantages based on the fear generated by the sinister reputation you have cultivated for yourself and all the shady associates you have. You should have an appropriate aspect to pair with this stunt.
Deceive Stunts
• Lies upon Lies. You have a +2 to create a Deceive advantage against someone who has believed one of your lies already during this session.
• Mind Games. You can use Deceive in place of Provoke to make mental attacks, as long as you can make up a clever lie as part of the attack.
• One Person, Many Faces. Whenever you meet someone new, you can spend a fate point to declare that you have met that person before, but under a different name and identity. Create a situation aspect to represent your cover story, and you can use Deceive in place of Rapport whenever you are interacting with that person.
• Trained Performer. You have years of theatre or other, similar, training. In addition to using Deceive for a legitimate performance, the skill covers Contacts in such worlds, as well as other potential situations where your acting comes into play.
Demolitions Stunts
• Master Defuser. With steady hands and nerves of steel, you are adept at disarming explosives. When doing so, you have a +1 to your skill. Additionally, if you succeed at a cost on such an action, you can choose for it to be a mild consequence related solely to the stress of the job, like On Edge or Too Much Adrenaline, rather than anything that happens to the scene or another character.
• Sixth Sense for Explosions. A life of handling bombs has given you a preternatural sense of when they are about to explode. When avoiding or defending against an impending explosion, you can use your Demolitions skill in place of Athletics (for diving for cover), Survival (for situational awareness), or whatever other skill would normally be used in the situation.
• Stealth Bomber. You are adept at hiding your death-dealing devices. You can use Demolitions in place of Tradecraft for such actions.
Drive Stunts
(Stunts with one Drive skill do not automatically convey to another. Some stunts will not apply to every single Drive variant— for example, Ramming Speed! does not work with Ride.)
• Hard to Shake. You have a +2 to Drive whenever you are pursuing another vehicle in a chase scene.
• Pedal to the Metal. You can coax more speed out of your vehicle than seems possible. Whenever you are engaged in any contest where speed is the primary factor (such as a chase or race of some kind) and you tie with your Drive roll, it is considered a success.
• Ramming Speed! When ramming another vehicle, you ignore two shifts of damage. So if you ram and hit for four shifts, you only take two yourself.
• Behind Any Wheel. Your talent for vehicles is unsurpassed. You can use Drive for another version of this skill (such as Ride, Sail, etc.). Any stunts that you have with Drive also count for that skill, when appropriate.
Empathy Stunts
• Grounding Presence. You have a +2 to all Empathy rolls made to understand and communicate with the clinically insane and others not of sound mind.
• Lie Whisperer. You have a +2 to all Empathy rolls made to discern or discover lies, whether they are directed at you or someone else.
• Nose for Trouble. You can use Empathy instead of Survival to determine your turn order in a conflict, providing that you have a chance to observe or speak to those involved for at least a few minutes beforehand during this scene.
(The Psychologist stunt in Fate Core does not work in Achtung! Cthulhu).
Fight Stunts
• Heavy Hitter. When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.
• Backup Weapon. Whenever someone is about to hit you with a Disarmed situation aspect (or something similar), spend a fate point to declare you have a backup weapon. Instead of a situation aspect, your opponent gets a boost, representing the momentary distraction you suffer having to switch.
• Killing Stroke. Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence, or be taken out. The GM may refuse the fate point if, for whatever unnatural reason, what you are fighting cannot be so affected.
Investigate Stunts
• Attention to Detail. You can use Investigate instead of Empathy to defend against Deceive attempts. What others discover through gut reactions and intuition, you learn through careful observation of expressions.
• Eavesdropper. On a successful Investigate roll to create an advantage by eavesdropping on a conversation, you can discover or create one additional aspect (though this does not give you an extra free invocation).
• The Power of Deduction. Once per scene you can spend a fate point (and a few minutes of observation) to make a special Investigate roll representing your potent deductive faculties. For each shift you make on this roll, you discover or create an aspect on either the scene or the target of your observations. You may only invoke one of them for free.
Lore Stunts
(In addition to the Broad Education, “I Know Where to Look!,” and Unquestioningly Brilliant stunts for Academics, the following Lore stunt may come in handy.)
• Intimidating Scholar. Your command of the esoteric can be truly frightening to behold. When you can leverage your impressive knowledge in such a fashion, you may use Lore for Provoke actions.
Mechanics Stunts
• Always Making Useful Things. You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Mechanics, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.
• Better than New! Whenever you succeed with style on an overcome action to repair a piece of machinery, you can immediately give it a new situation aspect (with a free invoke) reflecting the improvements you have made, instead of just a boost.
• Combat Engineer. You can use Mechanics in place of the Demolitions skill, representing the breadth of talent combat engineers possess to construct and demolish objects on the battlefield.
• Surgical Strikes. When using Mechanics in a conflict involving machinery, you can filter out unwanted targets from whole-zone attacks without having to divide up your shifts. (Normally, you would need to divide your roll between your targets.)
Medic Stunts
• Trauma Doctor. By spending a fate point and at least half an hour, and having the right supplies on hand, you can reduce someone else’s physical consequence by one level of severity (severe to moderate, moderate to mild, mild to nothing at all) by succeeding on a Medic roll with a difficulty of Fair (+2) for a mild consequence, Good (+3) for moderate, or Great (+4) for severe. You cannot use this stunt on yourself. (Normally, this roll would only start the recovery process, instead of changing the consequence level.)
• Combat Surgeon. When using a surgical implement (such as a scalpel), you may use Medic in place of Fight. Such implements do not have a Weapon rating, regardless of what you are using.
• I’m a Doctor, Damn It! You can use Medic for Rapport in various situations where being a doctor carries weight, such as making people do things or get out of the way when you’re tending to someone in critical condition.
• Poison Control. You can use your Medic skill to create poisons, and you automatically have a Medic specialisation in poisons without needing to take it separately.
(Note that you don’t need this stunt to treat patients who are poisoned; that’s a matter of overcome to remove a situational aspect or address a consequence already incorporated into Medic.)
Physique Stunts
• Grappler. You have +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.
• Hardened and Lucky. Once per scene when dealing with an unavoidable attack, you can roll Physique and use stress boxes without paying a fate point.
• Take the Blow. You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie. This stunt gives you the advantage of being able to do something else instead of actively defending with Athletics, such as taking the blow while holding a gate open or performing a ritual.
• Tough as Nails. Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that is physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether. The GM may refuse the fate point if, for whatever unnatural reason, whichever foul menace that attacked you cannot be so casually shrugged off.
Provoke Stunts
• Armour of Fear. You can use Provoke to defend against Fight attacks, but only until the first time you are dealt stress in a conflict. You can make your opponents hesitate to attack but, when someone shows them that you are only human, your advantage disappears.
• Provoke Violence. When you create an advantage on an opponent using Provoke, you can use your free invocation to become the target of that character’s next relevant action, drawing their attention away from another target.
• Okay, Fine! You can use Provoke in place of Empathy to learn a target’s aspects, by bullying them until they reveal one to you. The target defends against this with Will. (If
the GM thinks the aspect is particularly vulnerable to your hostile approach, you get a +2 bonus.)
• Stand to Attention! You have a +2 bonus to Provoke when dealing with military characters under your command, and of those of lesser rank in general.
Rapport Stunts
• Best Foot Forward. Twice per session, you may upgrade a boost you receive with Rapport into a full situation aspect with a free invocation.
• Demagogue. You have a +2 to Rapport when you are delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, you may target them all simultaneously with one roll rather than dividing up your shifts.)
• Popular. If you are in an area where you are popular and well-liked, you can use Rapport in place of Contacts. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.
• Inspiring Leader. You have a +2 to Rapport when you rally your soldiers and when otherwise making connections with those you lead (whether civilian or military).
Sciences Stunts
(In addition to the Broad Education, “I Know Where to Look!”, University Backing, and Unquestioningly Brilliant stunts for Academics, the following Sciences stunt may come in handy).
• In Theory. Your command over the natural world manifests in surprising ways. You can spend a fate point to substitute Sciences for any other skill, for the purposes of overcome actions or creating advantages, providing that you can justify your knowledge applying in such a way. This substitution lasts for the scene. (This is similar to the “I’ve Read About That!” stunt in Fate Core.)
Shoot Stunts
(Stunts with one Shoot skill do not automatically convey to another. Some stunts will not apply to every single Shoot variant—for example, Called Shot does not apply to heavy weapons).
• Called Shot. During a Shoot attack, spend a fate point and declare a specific condition you want to inflict on a target, like Shot in the Hand. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress.
• Quick on the Draw. You can use Shoot instead of Survival to determine turn order in any physical conflict where shooting quickly would be useful.
• Uncanny Accuracy. Once per conflict, stack an additional free invoke on an advantage you have created to represent the time you take to aim or line up a shot (like In My Sights).
• Tank Master. You can use Operate (the Drive skill for tanks) in place of Cannon. However, you cannot drive a tank and shoot its cannon at the same time—that still takes multiple people to pull off simultaneously.
• Natural Shot. Your talent for weapons is unsurpassed. You can use Shoot for another version of this skill (such as Archery, Cannon, etc.). Any stunts you have with Shoot also count for that skill, when appropriate. Instead of choosing another version of the Shoot skill, you could choose Athletics for the purposes of thrown weapons (such as grenades).
Soldier Stunts
• Artilleryman. You are trained in the use of massive weapons, such as artillery, anti-aircraft cannons, or torpedoes. For these attacks, treat as Shoot but use your Soldier skill.
• Field Medic. You can substitute Soldier for Medic in dealing with typical battlefield wounds and addressing physical consequences.
• Honed Instincts. In battlefield and normal combat situations, you can substitute Soldier for Survival when it comes to situational awareness and turn order. Once your sanity threshold is not Of Sound Mind, this also applies to conflicts involving Mythos beings and situations.
• Tactician. You can use Soldier to create advantages based on employing superior tactics, as a quick contest against another commander’s Soldier skill or an individual enemy soldier’s Survival skill, depending on the nature of the battle.
• Well Connected. You have +2 to your Soldier skill for requisitioning equipment.
(Note: Aside from the above stunts, no stunt can add an attack or defence action to Soldier, such as allowing Soldier to substitute for normal uses of Fight or Shoot).
Stealth Stunts
• Face in the Crowd. You have +2 to any Stealth roll to blend into a crowd. What a “crowd” means will depend on the environment—an Underground station requires more people to be crowded than a small bar.
• Vanishing Act. Once per scene, you can vanish while in plain sight by spending a fate point, using a smoke pellet or other mysterious technique. This places the Vanished boost on you. While you are vanished, no-one can attack or create an advantage on you until after they have succeeded at an overcome roll with Survival to suss out where you went (basically meaning that they have to give up an exchange to try). This aspect goes away as soon as you invoke it, or someone makes that overcome roll.
• Slippery Target. Provided you are in darkness or shadow, you can use Stealth to defend against Shoot attacks from enemies that are at least one zone away.
Survival Stunts
• Danger Sense. You have an almost preternatural capacity for detecting danger. Your Survival skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you. (In some cases, unnatural entities that bypass any human senses will still be a problem for you.)
• Body Language Reader. You can use Survival in place of Empathy to learn the aspects of a target through observation.
• Truly of the Land. You have a +2 to any Survival roll tracking game, foraging, building and maintaining shelter, and so on.
• Everything is Useful! You have a +2 to any Survival roll regarding scrounging and scavenging, provided you are in a situation where scavenging is an option. If it is not normally an option, you can pay a fate point to act anyway (at the normal rank), showing that even in a desolate wasteland, you can find something useful.
Tradecraft Stunts
• Always a Way Out. +2 on Tradecraft rolls made to create an advantage whenever you are trying to escape from a location.
• Demolitions Spy. You can use Tradecraft for Demolitions actions.
• Security Specialist. You do not have to be present to provide active opposition to someone trying to overcome security measures you put in place or worked on. (Normally, a character would roll against passive opposition for that.)
• Talk the Talk. You can use Tradecraft in place of Contacts whenever you are dealing specifically with thieves and spies.
• Poison Crafter. You can use your Tradecraft skill to create poisons.
Will Stunts
• Strength from Determination. Use Will instead of Physique on any overcome rolls representing feats of strength.
• Hard Boiled. You can choose to ignore a mild or moderate consequence for the duration of the scene. It cannot be compelled against you or invoked by your enemies. At the end of the scene it comes back with a vengeance, though; if it was a mild consequence it becomes a moderate consequence, and if it was already moderate, it becomes severe.
• Incredulous Mind. Add two boxes to the Of Sound Mind, Disturbed, and Unhinged sanity tracks. This stunt may be taken a second time to add two more boxes to each sanity track.
• Steeled. You have +2 to defend against Provoke attacks specifically related to intimidation and fear that come from non-supernatural sources.
(Note: No Will stunts can affect sanity tests, nor can another skill be substituted for Will in regards to sanity triggers. The Will skill alone is the only armour you have against the unkind terrors ahead).