Stunts in Fate of Empire | World Anvil

Stunts

or, The Spice That Makes the Sauce

What follows is an abbreviated list of sample stunts unique to the Fate of Empire game, set in Victorian London. Some assumptions should be made plain at the outset; namely, that all characters are assumed to be of the middle class, and that magic is treated as if the “levels” are skills (albeit not placed on the skill pyramid).

Please note that this is not intended to be exhaustive, but rather symbolic of the sorts of stunts available. As always, your group and GM have the final say for what is, and what is not, permissible.

Alienist

You have studied the new science of psychology from the Vienna school, and understand the mechanics of psychotherapy. Given time and a quiet place you can ease the mental injuries and fears of another. You can use the Empathy skill to tend to Mental injuries.


Carriage

You are a keen observer of human behavior, and as such may appear to be a person of class other than your own, due to the way you speak and carry yourself. Perhaps it was very important to your mother than you speak “correctly”, or perhaps the teamster in the dockyards took your under his wing. Whatever the background, you can pass for social classes other than your own and may use Deceive to pass successfully. There should be an aspect associated with this stunt.


From The Stews

You are from the lower classes of society, marked by your shabby dress, coarse appearance and bold Cockney accent. Few in the upper classes trust you, although they might hire you for menial labor. As you are part of an invisible class, you gain a +2 modification to any Burglary you might attempt, and unless being sought, enjoy a pass on many Stealth checks.


Gentle

You are assumed to be a gentleman (or gentlewoman). Your carriage, demeanor, patterns of speech and style of dress mark you as superior to the lower and middle classes but not to the point of being titled. As a person of quality, you are assumed to possess a Resources skill one level above what it actually is, although if you attempt to use the additional level, it will permanently remove this Stunt and reduce you to middle class.


Hedge Magician

You have learned the ancient arts of magic -- some might call it witchcraft. While not exceptionally powerful, your arts have a few advantages. As you draw your powers from nature, your skills can heal and hurt in equal measure. Further, you may instill your magic into potions. Finally your magic, being mainly instinct and feeling, takes little time to cast compared to more cerebral forms. If taken with an Aspect relating to its use, this Stunt enables the use of Hedge Magic.


Hermeticist

You are a highly educated scholar, with a minimum of eight years in directed studies. You are trained in music theory and speak several dead languages fluently (notably Ancient Greek, Latin, Hebrew and Ancient Egyptian). You may have written books or monographs for which you may be known; however, you are in fact an accomplished Magus.

When paired with a corresponding Aspect, this Stunt permits you Novice (+1) status in the Hermetic Arts.


Master Horseman

You have had extensive formal training as an equestrian, perhaps as part of a noble education or military training. You have learned the arts of endurance riding, racing, jumping and barrel racing. You may fight from horseback with the ease of fighting on foot, and can control your mount with your knees. When riding a horse, you may add +2 to any Drive roll.


Noble

You are a member of a minor noble house. You possess a title (e.g. Sir or Lady, Banneret, Baronet or Baron/Baroness), a coat of arms, a house (either a sprawling country estate or a proper townhouse) and the staff necessary to maintain it. Even if disguised, your behavior marks you as a peer. You are assumed to possess a Resources skill two levels higher than it is, although if you attempt to use one additional level to acquire goods, it will permanently replace this Stunt with Gentle and reduce you to that class. The use of both removes the Stunt altogether and reduces you to middle class.


Scientist

You have studied the sciences in meticulous detail, pursuing the path either of the Naturalist (or scientist-adventurer) or Natural Philosopher (the scientist-inventor). In either case, you have access to the Science skill and are presumed to be a member in good standing of the Royal Society for Technical Advancement.


Sorcery

Like a Hedge Magician (qv), you are an occultist, capable of casting spells; however, unlike your bumpkin cousins, you have spent some years studying advanced mathematics and natural patterns. Using these skills, your powers have eclipsed the humble witches in many ways. Yours is a methodical approach to understanding the deeper mysteries of the cosmos.

If taken with a corresponding Aspect, this Stunt unlocks Sorcery at Novice level (+0/Mediocre).


Sport Hunter

As an outdoor adventurer you have experienced hardships and endured difficult expeditions. Despite this, you have developed a steady hand and nerves of steel. You may add +2 to Shoot rolls when armed with a rifle or shotgun and gain a +2 Stealth bonus when moving through forest or jungle terrain.


Steam Engineer

You have made a study of the power of steam, and are now well equipped to harness it for your own ends. Most Engineers tend to have calloused hands and grime under their fingernails, as it is driven largely by the Crafts skill. When paired with a corresponding Aspect, this Stunt unlocks Steamtech.


Theoretician

While you do have access to Steampunk Technology, it is not as a grease monkey like the Steam Engineer. Oh, dear heavens no. You are a visionary, an inventor. Your work pushes the bounds of the possible, unlocking new and inspiring fields of study, using steam power to transcend the old paradigm. As a theoretician, yoou might be a member of the Royal Society for Technical Advancement, perhaps even having been published in the prestigious Proceedings of the Royal Society for Technical Advancement. You use the Lore skill to perform your duties.


Trained Surgeon

You have been trained as a surgeon, whether it be from a prestigious medical school, a stint aboard a naval ship or from army training abroad. You are assumed to have hospital privileges at the hospital of your choice, proper living quarters nearby (perhaps at a boarding house) and the respect of the community. You may use the Crafts skill to amputate limbs, attach prosthetics tend to physical wounds (as described in FATE Core, p. 164).

Where's the Rest?

Stunts are intended to describe the way a specific character refines or bends the rules. It may describe a narrow application of a skill at which she excels, or may be an inportant link to an Extra such as magical power or special ability.

In any case, no list ought to be considered a limitation on what is possible. These offer some genre-specific ideas, and other, more generic suggestions may be found in Fate Core. The best ones, of course, come from your own imagination. For hints aso how to create your own stunts, look here.


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