Stunts: Adding a Bonus Action

Another use for a stunt is to give a skill an automatic bonus under a particular, very narrow circumstance, effectively letting a character specialize in something. The circumstance should be narrower than what the normal action allows, and only apply to one particular action or pair of actions. The usual bonus is +2 to the skill total. However, if you want, you can also express the bonus as two shifts of additional effect after the roll succeeds, if that makes more sense. Remember, higher shifts on a roll allow your action to be more effective in certain ways.   You can also use this to establish any effect worth two shifts as an additional benefit of succeeding at the skill roll . This might be Fair (+2) passive opposition, the equivalent of a 2-point hit, a mild consequence , or an advantage that takes Fair (+2) opposition to remove.   Here are some examples of adding a bonus to an action:   • Arcane Expert. Gain a +2 bonus to create an advantage using Lore, whenever the situation has specifically to do with the super natural or occult.   • Lead in the Air. You really like emptying magazines. Any time you’re using a fully automatic weapon and you succeed at a Shoot attack, you automatically create a Fair (+2) opposition against movement in that zone until your next turn, because of all the lead in the air. (Normally, you’d need to take a separate action to set up this kind of interference, but with the stunt, it’s free.)   • Child of the Court. Gain a +2 bonus to any attempt to over come obstacles with Rapport when you’re at an aristocratic function, such as a royal ball.

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