How to Play Doing Things - Fighting Things - Quick Guide
Character Creation Character Advancement - Example Character Sheets - Quick Start
System Stuff Skill List - Class List - Permissions List - Stunts List
GM Information Bestiary - Random Injury Table - Worldbuilding
Battle Cunning Thought Charm
Fighter Rogue Scholar Diplomat
Barbarian Assassin Sage Spy
Knight Gleeman Tactician Chevalier
Sorcerer Druid Summoner Namer
Monster Enchanter Abjurer Priest
Warrior Monk Ranger Wizard Skald
Specialist Classes
Soldier Thief Mage Leader
Martial Artist Wanderer Loremaster Performer


A Stunt is something that a character is especially good at it. Unlike Permissions, Stunts reflect things that characters can already do. They may be a particular case of a single ability like a bonus to disarming enemies, or an unusual application of a skill (like using Physique instead of Will to block mental attacks).

Stunts can expand on Permissions. A Rogue with the Unmagic permission might take a stunt that lets her dismantle magic traps and items using Mechanics. In this case, it's something that the Rogue may have been able to try previously but without much understanding of their actions. Taking the stunt denotes a proficiency in the skill.*

Some stunts are specific to a given Permission or require other stunts to use. Classes make use of this to build stunt trees, where more powerful stunts can be acquired by taking prerequisite stunts.

Players that wish to make their own stunts are encouraged to do so. They should read over the stunt creation section in Character Advancement for more details.

* FATE GM's will often let the first novel application of a skill work as a standard roll ("I want to use Physique to shield bash the demon."). If the player makes a habit of using that same technique, the GM may penalize it with a -1 or -2 until a corresponding stunt can be acquired.

Stunts List

Health Stunts

Stunt Description
Stubborn I Gain an additional minor injury slot for Physical Health.
Stubborn II [Requires Stubborn I] Gain an additional physical stress box.
Stubborn III [Requires Stubborn II] Gain an additional moderate injury slot for Physical Health.
Stubborn IV [Requires Stubborn III] Gain an additional physical stress box.
Stubborn V [Requires Stubborn II] Gain an additional severe injury slot for Physical Health.
Stubborn VI [Requires Stubborn V] Gain an additional physical stress box.
Willful I Gain an additional minor injury slot for Mental Health.
Willful II [Requires Willful] Gain an additional mental stress box.
Willful III [Requires Willful IV] Gain an additional moderate injury slot for Mental Health.
Willful IV [Requires Willful III] Gain an additional mental stress box.
Willful V [Requires Willful IV] Gain an additional severe injury slot for Mental Health.
Willful VI [Requires Willful V] Gain an additional mental stress box.

General Stunts

Stunt Description
Ambush Gain a +2 when attacking from stealth.
Art of War In addition to the usual benefits of using Investigate on an enemy combatant, you gain a free +2 token against that specific enemy when successful. This token may be spent to improve a defensive or offensive roll related to that enemy. An enemy may only be investigated once, and may be investigated before a battle.
Artisan You may use Knowledge instead of Mechanics when creating things.
Bag of Tricks Once per day, you can declare that you have a useful item as though you used a Fate Point to do so.
Contingency When you or an ally would otherwise take an injury, you may spend a Fate Point to declare that it doesn’t happen. You do not need to be present for this ability to work, but you must be involved in some way.
Forest Friend Gain a +2 to Survival rolls related to animal handling.
Hard to Pin Down Once per fight, reroll a Reaction Time attempt without spending a Fate Point.
Herbalism Use Survival in place of Medical when treating Physical injuries. Must have access to medicinal herbs.
Iron Will Gain a +2 on Will rolls against mental attacks.
Lore You can draw magic circles as though you had the Hermetic Education permission.
Menace Roll Combat instead of Provoke for the purposes of intimidating targets.
Poisoncraft Twice per session, declare that you have some form of poison or venom on your person. On a successful poisoning, roll Medical against the target’s Physique as a flat value (defender does not roll). Damage skips the target’s stress track and moves directly to injuries (+2 is Minor, +4 is Moderate, +6 is Severe).
Poisoned Edges Inflict an automatic physical injury when an attack roll exceeds the opponent's defensive roll by two or more, instead of dealing damage. A target can only have one poison injury at a time, and some targets may be immune to poison.
Predator Use Combat instead of Stealth when tailing prey.
Protect Roll Reaction Time in place of an adjacent ally once per turn, absorbing an attack meant for another. This does use your turn.
Quick Mind You may use Investigate in a fraction of the time it takes others. In combat, this translates to being able to use Investigate once per round of combat without expending your turn.
Razor Wit You may attack with Provoke instead of Combat, provided that the target can be affected by feints (enemies like gelationus cubes or mindless zombies would not be included.)
Two-Faced Once per day, reroll a Persuade attempt and take the better result.

Hermetic Education Stunts

Stunt Description
Arcane Scholar [Requires Hermetic Education or Eldritch Font] Gain a +2 to Knowledge rolls related to magic.
Counterspell [Requires Hermetic Education] You may defend against magical attacks with Knowledge instead of Athletics or Will.
Lay Abjurer [Requires Hermetic Education] You gain access to a set of Abjurer’s Rings, a set of enchanted metal rings each roughly the size of a palm. The rings can individually work as magic circles, or may be linked to create other objects. Common choices are larger magic circles, whips, or lassos. When an Abjurer uses his rings to produce a magic circle, the circle has a strength equal to their Knowledge or Will skill, whichever is higher.
Lay Enchanter [Requires Hermetic Education] Choose one item from the Enchanter's Arsenal table.
Lay Summoner [Requires Hermetic Education] You may summon a single low-level mook (+1 to Battle skills). Maintaining their presence costs you one mental stress per round of combat, but is not otherwise damaging outside of combat. Destroyed summoned creatures may be resummoned after 24 hours.
Lay Wizard [Requires Hermetic Education] Choose one spell from the Wizard’s spell list. You may cast this spell by spending one mental stress.
Summoner's Contract [Requires Hermetic Education] You may use Command to force a supernatural creature to serve you, provided that it's been bound in a magic circle. Unless you're in possession of the creature's True Name, any bindings you set will desolve on the next sunrise (regardless of whether or not the creature is in the sun).

Eldritch Font Stunts

Stunt Description
Lay Druid [Requires Eldritch Font] Choose one spell from the Druid's spell list. You may cast this spell by spending one mental stress.
Lay Sorcerer [Requires Eldritch Font] You gain the ability to throw elemental blasts using the Combat skill. You must choose the type of blast when taking this stunt. Every use of this ability costs one Mental stress.
Lay Skald [Requires Eldritch Font] Once per battle, you may influence the roll of an ally or enemy by 1. You must be able to see the target, and the target must be able to hear you. This action does not use a turn.