- Each player's actor has 3 stunts by default
- Additional stunts may be purchased at character creation or a milestone at a cost one point of refresh
- A stunt can:
- add a new action to a skill
- add a bonus to action
- create a rules exception
- ...but only:
- for a particular action
- in a particular situation
- once per conflict, scene, or session
- after paying a Fate point
- Examples:
- Adding a new action
- Backstab: use dexterity to attack creatures which don't know you're there
- Intimidate: spend a Fate point to use charisma to defend against an attack
- Adding a bonus:
- Conceptualization Expert: add +2 to perception when trying to reconstruct a scene after the fact
- Suppressing Fire: on a successful attack with a fully automatic weapon create +2 DC opposition to movement in that zone until your next turn
- Creating a rules exception:
- Riposte: when you succeed with style on a defense roll you may forego your boost to inflict a 2-shift hit on the attacker
- Persistence: once per session you may reroll an overcome action without invoking an aspect or paying a Fate point
- Adding a new action
- A stunt should be limited in scope enough to feel special when used, but not enough that they never come up in play
- A stunt should never effectively supplant a skill
- Most stunts should limit both the action and situation to which they apply
- A stunt you can't imagine being relevant in play is too limited