SOTC SRD: Stunts
From UTRPG
[edit] What Stunts Do
Stunts exist to provide guaranteed situational benefits, or special abilities or minor powers, under particular circumstances.
A stunt may grant a character the ability to use a skill under unusual circumstances, such as using it in a broader array of situations, substituting it for another skill, or using it in a complementary fashion to another skill. A stunt might allow a character to gain an effect roughly equal to two shifts, when used in a specific way, or otherwise grant other small effects. Put more simply, stunts allow the usual rules about skills to be broken – or at least bent.
Some stunts may have prerequisites (other stunts or even aspects). Particularly potent stunts may also require the use of a fate point in order to activate. In general, a character should not take a stunt tied to a skill he does not have at least at Average.
What follows is not a comprehensive list of stunts. GMs (and players under GM supervision) are encouraged to create their own to fit their game. The important thing to keep in mind is that entry level stunts – without prerequisites – are the baseline; if the effect of the stunt is really unusual or particularly potent, it may be somewhere down the line of a chain of stunts.
<Example>
The stunts in this chapter are presented skill by skill, and under each skill they are further divided into thematic groups. Each group usually has one or more "entry level" stunts – ones that don't have prerequisites – and several which require one or more of those entry level stunts to be taken first.
When building a character quickly, take a look at these groups – you may find it easiest to simply take all the stunts within a group, as they are all thematically similar, and can quickly establish what your character's niche is. As mentioned in Character Creation, characters start with five stunts. As you'll see later in the Tips and Tricks chapter, characters may be able to gain additional stunts as the game progresses.
In order to help separate the stunts from the skill and category headings,
you'll see a star symbol
next to each stunt listed.
[edit] Academics
(Skill, page XX; Adjudication, page XX)
[edit] Languages
[edit]
Linguist [Academics]
<quote>
Normally, someone may only speak a number of additional languages equivalent to the value of his Academics skill. With this stunt, your character may speak five additional languages.
[edit]
Gift of Tongues [Academics]
<quote>
Requires Linguist.
There is no "mainstream" earthly language you cannot read or speak – no need to pick your languages. In addition, you may use your usual language "slots" to read and speak languages you have no business having learned, such as languages from lost fantastic cultures (Atlantis, Erehwon, Lemuria), of extraterrestrial or extradimensional origin, etc.
Your slots remain increased by the Linguist stunt, so someone with Average Academics and these two stunts can speak every normal language on the planet, plus six (1+5) very unusual ones. The Linguist stunt may be taken multiple times in order to increase this number.
[edit] Memory
[edit]
Walking Library [Academics]
<quote> The character's prodigious reading has paid off in spades, and he is able to recall minute details from even the most obscure literary works. The character is always considered to have a library on hand of a quality equal to his Academics skill, enabling him to answer questions with a base difficulty less than or equal to his Academics skill, using nothing other than his brain and some time for contemplation. Additionally, any research performed by this character in a real library automatically takes one unit less time (see "Taking Your Time" on page XX), and any libraries with a quality less than his Academics skill do not limit the difficulty of the question asked, as they normally would.
[edit]
Photographic Memory [Academics]
<quote>
Requires Walking Library.
If you've read it, you remember it. If the answer lies in something you've read before (this must be reasonable), then any research effort takes an additional two units less time – stacked on top of the benefit of Walking Library, this means that a half hour's worth of research in books you've already encountered can be resolved in a matter of seconds, and a day's worth covered in a mere hour. See the time table on page XX for more.
[edit]
Studied Recall [Academics]
<quote>
Requires Photographic Memory.
Your photographic memory extends outside of books. Once per scene, you may spend a fate point and roll Academics against a difficulty of Mediocre. Each shift you generate may be used to specify a target that you wish to memorize as you might a book – returning later, in your mind, to assess new details (using an appropriate perception skill, usually Investigation).
This ability differs from Investigation's Eye for Detail stunt in that Eye for Detail covers the entire location, after the fact, whereas Studied Recall requires you to specify which individual pieces of a location you are studying, while you are still in that location.
[edit] Scholarship
[edit]
Scholar [Academics]
<quote>
Your character is a respected authority in a specific academic field. Possibilities include history, English, archeology, mathematics and so on. In the elite circles of that particular field, you are recognized for your expertise. Even if your skill level is low, it merely means you are towards the bottom of that particular group of the elite.
When you make an Academics roll pertaining to your general area of expertise, you automatically receive a +1 bonus. Beyond this, you should pick a specific specialization within that area (like ancient Sumerian history, or cryptography). When an Academics roll involves that specialization, you gain an additional +1 bonus (for a total +2 to the value of the research effort).
Any research efforts involving the specialization take one unit less time; this may be combined with Walking Library, in the Memory group of stunts, for lightning-fast research. When taking part in an academic conference or otherwise interacting with others in the field, you may use Academics to complement your social skills (Rapport, Empathy, Deceit, etc). Your skill is considered elevated by these bonuses, so someone with Good Academics, acting in his area of specialization, would complement skills as if his Academics were Superb (Good+2).
This stunt may be taken more than once, each time for an additional field. The bonuses may not overlap, however.
[edit]
Dizzying Intellect [Academics]
<quote>
Requires Scholar.
Your area of knowledge is so advanced, there's usually no one around who can tell if you're making things up. Whenever your area of expertise (as defined when you took the Scholar stunt) comes to bear, and you would use Academics to modify Deceit, you may use your Academics skill instead of Deceit, gaining its full value rather than a simple +1. If you've taken Scholar multiple times, this stunt applies to all covered areas.
[edit]
It's Academic [Academics]
<quote>
Requires Scholar.
Your specialized knowledge gives you flashes of insight into all manner of things.
Once per session, you can use this ability when you are about to perform an action which your academic field touches upon. The connection can be tenuous, provided you can explain to the GM how it might apply.
Make a declaration attempt as described under "Declaring Minor Details" (see page XX). If you get at least one shift, you successfully declare one aspect; for every two shifts you gain beyond the first, you may declare one additional aspect about the subject in question (so two aspects total at 3 shifts, three aspects total at 5 shifts, etc). If you opt to declare only one aspect in total, you may instead convert these additional shifts into non-aspect facts.
[edit] Alertness
(Skill, page XX; Adjudication, page XX)
[edit] Reflexes
[edit]
On Top Of It [Alertness]
<quote>
You may spend a fate point to go first in an exchange, regardless of your initiative. If multiple people with this stunt exercise this ability, they go in turn of their normal initiative, before those who don't have the stunt get a chance to act. If the exchange has already started, and you have not yet acted, you may instead spend a fate point to act next, out of the usual turn order.
This may only be done between character's actions, and cannot be done as an interruption of any kind (so if you spend the fate point to do this while someone else is acting, you must wait until they're done). Your character must not have acted yet in the exchange in order to use the ability in this way. If your character's turn has passed, and you elected to hold your action, then there's no need to activate this stunt; use the held action rules normally (page XX).
[edit]
Ready for Anything [Alertness]
<quote>
Requires I'm On Top Of It.
The character's senses are so keyed into minute changes that he is able to respond more quickly to new details. The character's Alertness skill is considered to be one higher for purposes of determining initiative (allowing someone with Superb Alertness to have Fantastic initiative). This stunt breaks ties whenever facing opponents with the same initiative. This stunt may be taken multiple times, each time increasing the character's initiative one step.
[edit]
Cut Off [Alertness]
<quote>
Requires On Top Of It.
The character's always watching for his opponents to try to get something past him, and can cut that option off, even when he fails in his primary effort against them. Whenever your character attacks an opponent (or performing an attack-like maneuver), then no matter how well the opponent rolls on his defense, the opponent does not generate spin, and thus can't provide a +1 in his side's favor (see page XX).
[edit]
Run Interference [Alertness]
<quote>
Requires Ready for Anything.
Normally, a character who has held his action cannot interrupt another's action at all; he must allow the action to finish before acting. If your character has this stunt, you may bend that rule.
Whenever you choose to hold your action, you may spend a fate point before someone acts to have that person truthfully declare what he is about to do. You may then use your held action to block (see page XX) the action your target has declared, using whatever skill is appropriate to create the block. If you are not opting to block the effort, you may not use your held action before your target, and your target may proceed. If you commit to performing a block action regardless of what your target declares, before he declares it, you do not need to spend the fate point. Be clear about this when you make your demand!
Regardless, if you do act and your most recent target then changes his mind based on that block, he must do so as a supplemental action (page XX), putting him at a -1. If he continues his declared course of action despite what you did, he must overcome the block.
[edit] Vigilance
[edit]
Danger Sense [Alertness]
<quote>
The character maintains a quick and easy awareness of ambushes and other nasty surprises – perhaps preternaturally, perhaps simply due to finely tuned mundane senses. Whenever ambushed (see page XX), the character is able to take a full defensive action, gaining a +2 on his defense roll, regardless of whether or not he's surprised (if he is surprised, dropping his base defense to Mediocre, this stunt takes his base defense up to Fair).
[edit]
Saw It Coming [Alertness]
<quote>
Requires Danger Sense.
The character is never surprised; he may always take a full defensive action when ambushed, and his base defense is never reduced to Mediocre by surprise.
[edit]
Constant Vigilance [Alertness]
<quote>
Requires Saw It Coming.
Not only is the character never surprised, he is never forced onto a defensive footing by an ambush. The ambush rules simply do not apply to him; in the first exchange, where others may normally only defend (if that), he may act freely, in normal initiative order.
[edit]
Take It All In [Alertness]
<quote>
Requires two other Alertness stunts.
The character has tuned his Alertness to the point where, if he takes a normal Investigation length of time to open his senses to a location, he can gather an Investigation level of detail about it, without really going through the motions of a methodical search. When acting in this fashion, he may use Alertness instead of Investigation (which, really, is nearly all of the cases where he might use Investigation).
The trick with the results, here, is that they may come to the character with a different set of details than a methodical approach would yield. Conclusions may precede supporting details; the GM might choose to describe the middle part of a piece of information before the beginning or the end. Such are the hazards of Alertness.
[edit] Art
(Skill, page XX; Adjudication, page XX)
[edit] Appreciation
[edit]
The Artist's Eye [Art]
<quote>
The artist is always examining the world for the creative hand at work. Even in endeavors which have nothing to do with art, he can recognize the elements of personality – the "signature", if you will – of those at work.
While this does not reveal identity, it does allow the artist to determine common traits, themes, and behaviors with ease. Whenever making a determination as to the source of something (its "author", after a fashion), characters with this stunt may use their Art instead of the usual skill that would be rolled. If the character has encountered several products of the same person, he may see past those things to the person – thus confirming a common source.
Furthermore, the character's keen eye enables him to connect the metaphor of the artist – his work – with the artist himself. When encountering a work of art in any form, the character may roll Art to gain insight into the artist behind the work, as if he were using the Empathy skill on the actual artist (resisted by the usual skills). This stunt may only be used once per piece of art.
Taken as a whole, this stunt allows the artist to make assessment efforts against his target in absentia.
[edit] Creation
[edit]
Virtuoso [Art]
<quote>
The character is a master of some specific form of art – painting, composition, singing, conducting or playing music, or the like. The character is a virtuoso in his field and recognized worldwide for his skill. Even if his actual skill level is not high, he is still on the list of the finest artists in the world, just not necessarily at the top of it. The character receives a +1 knowledge bonus when performing his art form. He may also pick a specialty (such a specific instrument or a specific school of painting) for which he receives a +1 specialty bonus. When applicable, the virtuoso may produce works of art one time increment faster than would normally take.
[edit]
Moving Performance [Art]
<quote>
Requires Virtuoso.
Whenever the artist uses his art to place an aspect on the scene, the aspect remains in place in any subsequent scenes involving the audience, up to a day from the end of the performance. At its best, this can essentially move such an aspect from a scene to the story itself, persisting across many scenes and many office members.
[edit] Persona
[edit]
Razor Tongue [Art]
<quote>
The artist has a way with words, and knows how to craft the most exquisite insults. Whenever making a social roll that uses such words, he may automatically complement the effort with his Art skill – this is particularly potent when complementing Intimidation to get a rise out of someone, and in such a case, grants an additional +1 regardless of the level of skill.
[edit]
Poison Words [Art]
<quote>
Requires Razor Tongue.
The artist's skill at satire is so profound as to take the whole audience with him. The artist may choose a target normally, and that target need not be in the audience (though it should be one familiar to the audience). Normally, aspects resulting from a performance may not be specific; with this stunt, however, the player may specify the target in any aspect he puts on the scene. Thus, while an artist might normally be able to add the "Hate" aspect to a scene, but one with this stunt may make it "Hate Lord Octavian".
[edit]
Stage Presence [Art]
<quote>
Requires Virtuoso.
The artist's works cannot be ignored. The character halves any additional difficulty bonuses due to distractions (rounded down); see page XX for details.
[edit]
All the World's a Stage [Art]
<quote>
Requires one other Art stunt.
Normally, acting is somewhat obvious for what it is, meant for a stage and not elsewhere, but with this stunt, the character's talent is natural and unquestionable, and he may easily, convincingly adopt a persona off-stage. At that point, normally it would stop being a performance and be more about trying to fool someone – crossing over to Deceit. With this stunt, however, whenever asked to make a Deceit roll to convince a target he is someone he isn't, the artist may choose to roll Art instead.
[edit] Reputation
[edit]
Commissions [Art]
<quote>
Requires Virtuoso.
Your works and performances are heavily sought out, and there are those who will pay handsomely for it. Once per session, you may use your Art skill instead of Resources, representing a successful past commission.
[edit]
Do You Know Who I Am? [Art]
<quote>
Requires Virtuoso.
Your widespread name and your art are interlinked as one. When identif ying yourself in order to get your way in a social or other applicable situation, you may complement Rapport, Intimidation, Deceit and Contacting rolls with your Art skill.
[edit]
Weight of Reputation [Art]
<quote>
Requires Do You Know Who I Am?
Your reputation as an artist is so well known that it occasionally covers up for your social shortcomings.
For a fate point, you may use your Art skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).
[edit] Athletics
(Skill, page XX; Adjudication, page XX)
[edit] Gymnastics
[edit]
Contortionist [Athletics]
<quote>
You can fit into and through spaces and shapes that no normal human readily can. Normally, contorting tasks are impossible to attempt, or at best default to a (non-existent) Contortion skill rated at Mediocre. With this stunt, you can use your full Athletics score instead, and have rationale to attempt feats of contortion that are simply unavailable to others.
[edit]
Acrobat [Athletics]
<quote>
You are able to perform any number of impressive acrobatic feats. Difficulties assigned for complex maneuvers while acting (e .g walking on a tightrope, doing brain surgery while hanging from a trapeze) are reduced by two. Falling rolls gain a +2 bonus. When used acrobatically, your Athletics skill can never be used to restrict another skill, only complement it.
[edit]
Safe Fall [Athletics]
<quote>
Requires Acrobat.
The character can skip effortlessly down sheer surfaces without harm, allowing him to safely fall great distances. When the character falls, but is near a solid surface, such as the wall of a shaft, or has sufficient other things like ropes to offset his fall, all falls are treated as two categories shorter (and may be reduced another step with Athletics as normal).
[edit]
Slippery [Athletics]
<quote>
Requires at least one other Athletics stunt.
You gain a +2 to all attempts to defend against knockback or push attacks, as well as any attempts to escape from bonds.
[edit] Speed
[edit]
Marathon Training [Athletics]
<quote>
You know how to conserve your energy when undergoing lengthy athletic activity (long-distance running, multi-day climbs, etc). You may use Athletics instead of Endurance under such circumstances, and in most other cases may complement any Endurance rolls with your Athletics.
[edit]
Fast as a Leopard [Athletics]
<quote>
Requires Marathon Training.
You are incredibly fast on your feet. Whenever taking a sprint (but not move) action using Athletics, the value of that action is improved by two. Alternately, you may set aside this bonus in order to be considered on an "even footing" in a race with a mounted beast or a car (in 1920, cars aren't that fast).
[edit]
Faster than a Leopard [Athletics]
<quote>
Requires Fast as a Leopard.
You are simply, astonishingly fast. Whenever you roll to sprint, it's at +4; you can reduce this to +2 and be considered on an even footing with a horse or a car. Furthermore, you face no penalties for moving one zone as a supplemental action.
[edit] Uncommon Movement
[edit]
Human Spider [Athletics]
<quote>
The character can climb surfaces he oughtn't be able to. He receives a +2 bonus on any climb, and by spending a fate point, he may eliminate the effects of all difficulty modifiers resulting from the environment or the characteristics of the thing he's climbing (so he can climb a slick, mostly flat surface in a rainstorm at much less difficulty).
[edit]
Mighty Leap [Athletics]
<quote>
The character's leaping ability borders on the superhuman. The character may reduce any height related borders (see page XX) by up to three.
[edit]
Equestrian [Athletics]
<quote>
The character can use Athletics instead of Survival for all maneuvers when riding horses or other riding animals.
[edit] Burglary
(Skill, page XX; Adjudication, page XX)
[edit] Perspective
[edit]
Criminal Mind [Burglary]
<quote>
You have an acute understanding of what it takes to burglarize a place, and can investigate such crimes from the perspective of the criminal instead of the cop. You may use your Burglary skill instead of Investigation when investigating a theft or other act (such as arson) committed by someone using the Burglary skill. If the crime closely matches one the character has himself committed before, he gets a +1 bonus for familiarity right off the bat (it's the GM's job to factor this in).
[edit]
Tripwire Sensibilities [Burglary]
<quote>
You've run into enough traps that you've developed an instinct for avoiding them. You may roll Burglary instead of Alertness or Investigation in order to uncover or otherwise avoid stumbling onto a trap. When your GM calls for an Alertness roll, be sure to make her aware that you have this stunt – it may change the skill to roll.
[edit]
Trespass Tempo [Burglary]
<quote>
Requires Tripwire Sensibilities.
Whenever you're running a burglarizing operation, you operate on very precise internal clock. You are always aware of exactly how much time has passed, and further, may use Burglary instead of Alertness as your initiative skill while everything is going to plan.
[edit] Technique
[edit]
Hatpin Maestro [Burglary]
<quote>
The character's skill with improvisation when bypassing a lock or similar contrivance is improved, so long as he has something that could pass as a tool, such as a hatpin. Characters with this stunt never suffer an increased difficulty for lacking proper tools on a Burglary roll, and when given proper tools, can defeat locks at one time increment faster than usual.
[edit]
Mental Blueprint [Burglary]
<quote>
You're highly skilled at visualizing the whole of a target based on just a part of it. When casing a location, you receive a +2 bonus on your roll.
[edit]
The Big Heist [Burglary]
<quote> <quote>
Requires Mental Blueprint and at least one other Burglary stunt. When the character is casing a location (see "Casing", page XX), he normally reveals or declares only one aspect about the location, in advance. With this stunt, however, if the character gains spin on his roll, he may reveal or declare one or more additional aspects (one additional aspect at 3 shifts, two at 5 shifts, or three at 7 or more shifts).
Further, regardless of spin, if the player is using the declare method with this stunt, he may save off from making his declarations until he's already in the middle of making the heist – in essence, retroactively introducing elements he'd "already planned for". Only one such retroactive declaration may be made per scene, but in the truly big heists, the job rarely lasts only one scene.
Alternately, the character may trade in one of his "retroactive" aspect picks in order to declare up to three non-aspect-based lesser details about the scene. This may be done in addition to making an aspect pick for the scene.
<Example>
[edit] Contacting
(Skill, page XX; Adjudication, page XX)
[edit] Companions
[edit]
Contact [Contacting]
<quote>
At the time your character takes this stunt, you must define a specific contact, with a name, a brief sentence about the contact's personality, and her relationship to your character. This contact is a companion as described on page XX, willing and capable to accompany you on your adventures, with three advances for you to spend as you wish. For maximum effect, you may wish to allocate one of your aspects to this contact as well. This stunt may be taken multiple times, defining a different contact each time.
[edit]
Close Contacts [Contacting]
<quote>
Requires at least one Contact.
When you select this stunt, you may spread three additional advances out amongst your existing contacts, creating unusually talented companions. You may take this stunt multiple times, but can't ever apply more than six additional advances (for a total of nine) to any one contact.
[edit]
Network of Contacts [Contacting]
<quote>
Requires at least one other Contacting stunt.
The character can choose from a large number of companions available to him when he needs them. With this stunt, when the character begins an adventure, his companion doesn't need to be defined. Instead, at the point where he decides he needs the companion, he may reveal her, giving her a name and a few brief cues to the GM to base a personality on.
This companion starts out at Average quality and may have up to two advances.
If the character takes this stunt more than once, he has two additional advances which he may use to reveal an additional companion, or combine together to create a more capable companion on the fly.
Only one "reveal" of this kind may be done per scene. Once revealed, the companion will be involved and reasonably available at least until the end of the adventure.
If, instead, you choose to have the companion available to you for only one scene before the companion is called away to other things, you may build the companion with three advances instead of two. Once the scene ends, the companion is removed from the adventure, one way or another.
[edit] onnections
[edit]
I Know a Guy Who Knows a Guy [Contacting]
<quote>
Sometimes it's not who you know, but who the people you know, know. Many of your contacts are, themselves, very well connected. The breadth of your contacts make all Contacting rolls take one unit less of time, and you gain a +2 on any "second roll" efforts made to corroborate information you've gotten from another of your contacts. Consequently, this bonus is useful on a follow-up, but not on the initial roll.
[edit]
Insider [Contacting]
<quote>
The character is able to navigate bureaucracies easily, not because he understands them, but because he knows people embedded in the bureaucracy who can provide shortcuts. Normally, a character must roll Leadership in order to deal with any sort of bureaucratic entanglement (see page XX). With this stunt, the character may roll Contacting instead.
[edit]
Walk the Walk [Contacting]
<quote>
The character's travels have taken him to every corner of the globe. His familiarity with the streets and peoples of the world allow him to function easily, at home and abroad. The character never suffers any additional difficulty from unfamiliar circumstances when Contacting.
[edit] Reputation
[edit]
Big Man [Contacting]
<quote>
When selecting this stunt, the player picks a specific field (Criminal, Business, Politics, Espionage and Occult are the most common); this stunt is often written with that field incorporated, e.g., Big Man in Politics. The character is not merely well connected in that community, he is actually a person of great importance within that area; for maximum benefit, this should be paired with an aspect that indicates similar things.
In addition to the narrative benefits of such a position, the character may use his Contacting skill in lieu of the Resources skill for anything which might fall under the auspices of members in that field. This stunt may be taken multiple times, each time for a different field.
[edit]
Talk the Talk [Contacting]
<quote>
Requires Big Man.
Whenever dealing with members of your chosen field, you put out all the right signals, say all the right things. In such circumstances, you may roll your Rapport at +2, or, alternatively, use your Contacting instead of Rapport, in order to get a favorable reaction.
[edit]
Big Name [Contacting]
<quote>
Requires Big Man.
You're so well known that an awareness of your name has crossed over into other areas as well. The first time you deal with someone who's heard of you (spending a fate point can assure that they have), and you're using your name, you get a +2 bonus to a Rapport or Intimidation roll.
[edit]
Big Reputation [Contacting]
<quote>
Requires Big Name.
Your reputation has reached great proportions, and people are willing to believe all sorts of things about you.
For a fate point, you may use your Contacting skill instead of Rapport, Intimidation, Deceit, Leadership, or Resolve, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they do).
This stunt combines with the bonus from Big Name, getting the character a +2 to Contacting when using it instead of Rapport or Intimidation.
[edit] Deceit
(Skill, page XX; Adjudication, page XX)
[edit] Confidence
[edit]
Con Man [Deceit]
<quote>
You are a bona fide confidence man, and that lets you get a read on people, easy.
You may use your Deceit instead of Empathy to get a "read" on someone (see page XX), but the type of aspects that may be revealed are limited only to things like character weaknesses, never strengths or other advantages (unless you win the contest or are otherwise in control of which aspect is revealed).
Some aspects will completely miss you; a Good Hearted Person might just fly right over your head.
[edit]
The Fix Is In [Deceit]
<quote>
Requires Con Man.
The character is adept at cheating, so much so that he may use his Deceit skill instead of Gambling whenever he chooses.
When he does so, he is cheating, which means if he fails, he's caught, and the game's loss is treated as if it were a high stakes game, even if it wasn't.
[edit]
Sucker [Deceit]
<quote>
Requires Con Man.
You've got this guy completely suckered – or at least, if he's on to you, he's rich enough that he doesn't care. Design a companion (page XX) with two advances. In addition, he is automatically Fair quality, and Skilled with Resources. He tends to buy things for you, along with whatever else it is he does.
The downside is that he's a sucker – you hooked him in, but he is a Poor difficulty target for anyone else looking to sucker him too (although if you when that happens).
Heck, you may even have some fondness for the guy – you certainly won't leave him hanging out to dry, and that's not just because he pays for everything – but, still, the relationship's not entirely honest.
[edit]
Big Sucker [Deceit]
<quote>
Requires Sucker.
You hit it big – this guy's loaded. Your companion's Resources skill is considered to be two steps higher than his quality; if you've advanced him to a maximum quality of Great, this means he's running around with Fantastic Resources. You may also spend one additional advance on him. He's not just about the money, you know.
[edit] Disguise
[edit]
Clever Disguise [Deceit]
<quote>
Normally, a character cannot create a disguise that will stand up to intense scrutiny (see page XX). With this stunt, he may defend against intense scrutiny (anything short of physically trying to remove the disguise) with his full Deceit skill. Furthermore, he may assemble disguises of this quality in a matter of minutes, provided he has a well-equipped disguise kit on hand.
[edit]
Mimicry [Deceit]
<quote>
Requires Clever Disguise.
Deceit can be used to convince people you are someone you aren't – but usually only in a general sense. You can seem to be a cop, an author, et cetera, but you can't seem to be a specific person without a lot of work (and an elevated difficulty). With this stunt, you can easily imitate the mannerisms and voice of anyone you've had a chance to study – removing another potential cause to have a disguise examined, or perhaps convincing someone who can't see you that you're someone else even though you're undisguised.
Studying someone usually requires only an investment of time, and not a roll of the dice – at least half an hour of constant exposure. This timeframe can be reduced, but will require an Empathy, Investigation, or Deceit roll against a target of Mediocre, increased by one for each step faster on the time chart (page XX).
[edit]
Master of Disguise [Deceit]
<quote>
Requires Clever Disguise and Mimicry.
The character can convincingly pass himself off as nearly anyone with a little time and preparation. To use this ability, the player pays a fate point and temporarily stops playing. His character is presumed to have donned a disguise and gone "off camera". At any subsequent point during play the player may choose any nameless, filler character (a villain's minion, a bellboy in the hotel, the cop who just pulled you over) in a scene and reveal that that character is actually the PC in disguise!
The character may remain in this state for as long as the player chooses, but if anyone is tipped off that he might be nearby, an investigator may spend a fate point and roll Investigate against the disguised character's Deceit. If the investigator wins, his player (which may be the GM) gets to decide which filler character is actually the disguised PC ("Wait a minute – you're the Emerald Emancipator!").
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Infiltrator [Deceit]
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Requires Master of Disguise.
While the character is disguised (see Master of Disguise) he may make a single Investigation roll against at target of Mediocre. Each shift gained can be used to do one of two things: gain a useful (but general) piece of information about the area or group being infiltrated, or leave a clue, hint or message for the rest of the player characters without revealing himself.
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Disguise of the Mind [Deceit]
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Requires Master of Disguise and a Deceit skill of Great or better.
You inhabit your disguises so completely that you can actually fully inhabit another persona and unlock hidden skills and knowledge you don't normally possess. While in a disguise, you may roll your Deceit minus two (so Fair if Great, or Good if Superb) instead of any other skill the disguised persona might reasonably possess. If you are outright imitating someone specific, sometimes this might give you a higher effective skill than they actually have – which is fine. You're not a mind-reader, you're simply so good at pretending that you can actually, temporarily unlock a skill that you believe your persona could have.
Any time you use this stunt, you must pay a fate point; if you do not wish to pay a fate point, you may instead roll y