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FATE BIG LIST OF STUNTS VERSION 2.22: 6(SIX) Years Since Eva 3.33 Edition
1+
FATE Stunt List
2
3-
[XXX-1] CHANGELOG:
3+
[XXX-1] Changelog:
4-
Status Effects:
4+
Added Serene Grace, Solid Rock, Sheer Force
5-
2.21: Edited [Defense Break]
5+
Added [Blinded]
6-
Edited [Super Armor]
6+
Changed [Vanished]
7-
Edited [Anti-Venom]
7+
Changed Skill+
8-
Edited [Invincible]
8+
Changed X Approach
9
Added No Heroes, No More Heroes, Deny Heroism
10-
Declarations:
10+
Added Cripple Approach, Pressure Point
11-
2.22 Edited Right Aspect
11+
Changed Hinder Approach
12-
Edited Right Attitude
12+
Fixed rules text on Bleed With Me
13
Clarified Signature Ally
14-
Absolutes:
14+
Changed Your Tears Sustain Me
15-
2.21: Added Absolute Greed
15+
Added Wake-up Call, Human Shield
16-
2.21 Edited Absolute Teamwork, Absolute Deduction
16+
Changed Reflect
17-
Added Absolute Distraction
17+
Changed Redirect
18
Changed Riposte
19-
Conflict Steroids:
19+
Changed Big Crunch
20-
2.22: Edited Consequence+, Payoff+, Nature+, Pitfall+, Cruelty+
20+
Changed Suppression Fire
21-
2.22: Added Bully+, Vengeance+, Hate+, Power+, Zeal+, Guerilla+, Exploit+
21+
Added Absolute Miasma
22-
2.21: Edited the Start Series (Start Dash, Sadistic Start, et.al)
22+
Added Absolute Sure Hit
23-
Edited Boost+
23+
Added Blind Spot, Sand Attack, Ninja Vanish
24
Changed [Defense Break]
25-
Debuffs:
25+
Added [Poison All]
26-
2.21 Edited Knock Off
26+
Changed Gritty
27-
Added Poison Mist
27+
Changed Grittier
28-
Added Steal
28+
29
[XXX0] Legend:
30-
Mass Debuffs:
30+
31-
Added Look at Me
31+
32
[Approach] means the Approach used for an Action.
33-
Healing:
33+
34-
Edited Heal
34+
35
[Status Effect] A specific Situation Aspect granted by certain abilities.  By default, they do not have free invokes and an Overcome difficulty of 2 to clear.
36-
Attack:
36+
[Unsoakable] Stress that can not be redirected, evaded or redirected in any way.
37-
Added Shock and Awe, Edited Cheap Shot
37+
38-
Edited Momentum
38+
39-
Edited Suppression Fire
39+
[XXX1a] Spending Points:
40
<Things You Can Do With a Fate Point>
41-
Defense:
41+
42-
Added Flashbang, Edited Don't Eat It
42+
43-
Added Advancing Guard
43+
44
* Given an ally a reroll on their action by invoking an aspect
45-
Funky Shit:
45+
46-
Added Hard Work
46+
47
<Things You Can Do With a Boost>
48-
Stress Status:
48+
* Add +2 to an action you take before the end of your next exchange
49-
2.21: Added Do-S
49+
* Reroll an action you take before the end of your next exchange
50-
Added Low Blow
50+
* Give an ally a +2 to their next action before the end of your next exchange
51-
Added Tie Up
51+
* Give an ally a reroll on their next action before the end of  your next exchange
52-
Edited Do-M
52+
53-
Added EWAC
53+
54-
Added Who's Next?
54+
55
* Add +2 to an action you take *involving that aspect*
56
* Reroll an action you take *involving that aspect*
57-
PREVIOUS CHANGES
57+
58-
2.142
58+
59-
Attack:
59+
60-
Added Overwatch
60+
61-
Edited Suppression Fire, Tandem Attack
61+
62
63-
Funky Shit:
63+
64-
Edited Fated Duel
64+
65-
Added Blood Feud
65+
66
67-
Signatures:
67+
Status Effects are specific Situation Aspects created via Stunts or other situations.  They provide a constant effect instead of providing invokes or compels.Invokes can be added, usually for the purpose of increasing the difficulty of removing the effect.  All Status Effects have an Overcome difficulty of 2 by default.  When placing a Status Effect, if the action is a Success with Style, the Overcome difficulty to remove the effect is 4 instead.
68-
Edited Super Desperation Move
68+
69
The boost from a success with style on an Attack action can be added to a Status Effect.
70-
2.14 
70+
71-
Legend:
71+
Friendly Reminder: Status Effects of the same name do not stack.
72-
Added SOS and Ally-SOS
72+
73
[XXX2a] <Positive Status Effects>
74-
Status Effects:
74+
75-
Added Distract All
75+
76-
Modified Regen
76+
77-
Modified Regen All
77+
78
[Support Up] Single character gains +2 to Support Defense.
79-
Healing:
79+
80-
Edited Grit
80+
81-
Added Lifeblood
81+
82
[Overcome Up] Single character gains +2 to Overcome actions.
83-
Survival:
83+
84-
Added Cheat Death
84+
[Approach Up] Single character gains +2 to all actions with a single Approach.
85
[Approach All] All allies in zone gain +2 to all actions with a single Approach.
86-
Signatures:
86+
87-
Modified Signature Desperation Move
87+
88
[Inspired] All allies in zone gain +1 to all actions.
89-
Boss Stunts:
89+
90-
Added Die My Darling, Eat the Weak, Gruesome Display, Make an Example
90+
91
[Armor Up] Single character negates an extra 2 stress when damaged.
92-
2.131
92+
[Armor All] All allies in zone negate an extra 2 stress when damaged.
93-
Status Effects:
93+
[Damage Up] Single character deals an extra 2 stress when dealing damage.
94-
Added Boost Rules
94+
[Damage All] All allies in zone deal an extra 2 stress when dealing damage.
95-
Added Regen All
95+
96
[Invoke All] All allies in zone create an extra invoke on a successful Create an Advantage action.
97-
Healing:
97+
98-
Edited: Heal, Heal All
98+
[Hidden] Single character cannot be targeted by enemies.  Ends when the character uses an Attack action.
99-
New: Combat Medic, Helping Hand, Hospitalizer, Sacred Ground, Blessing
99+
[Vanished] Single character cannot be targeted by enemies.
100-
"New": Mother's Milk
100+
[Blinded] Single character cannot target enemies.
101
[Super Armor] Single character negates all stress from outside sources.  Any character who takes the Attack action against a character with [Super Armor] gains a boost regardless of the result.  This stacks with the boost from success with style.
102-
Attacks:
102+
[Anti-Venom] Single character cannot be affected by Negative Status Effects from outside sources.
103-
Edited: Suppression Fire
103+
[Invincible] Attack actions against single character automatically fail.
104-
New: Tandem Attack, Explosion!
104+
105
106-
2.13
106+
[XXX2b] <Negative Status Effects>
107-
Table of Contents:
107+
108-
Added Stress Trigger Stunts heading
108+
109
[Attack Break] Single character cannot take Attack actions.
110-
Neg Status:
110+
111-
Edited Taunted, Awed, Awe All
111+
112
[Defense Break] Single character cannot take Defend actions.  All attacks against them are made against a difficulty of 2.
113-
Pos Status:
113+
114-
Edited Karma and Reflect
114+
115
[Support Break] Single character cannot Support Defend.
116-
Classics:
116+
117-
Edited Peerless Classic, Rebel Assist, Peerless Assist, Spiteful Assist
117+
118-
Added Spiteful Classic
118+
119
[Overcome Down] Single character takes a -2 to Overcome actions.
120
[Overcome- All] All enemies in zone take a -2 to their Overcome actions.
121-
Edited Consequence+, Payoff+
121+
122-
Added Plague+, Love+, Pitfall+, Nature+, Plunder+, Bounty+, Plenty+
122+
[Approach Down] Single character takes a -2 to [Approach] actions.
123
[Approach- All] All enemies in zone take a -2 to [Approach] actions.
124-
Buffs:
124+
[Approach Break] Single character cannot make [Approach] actions.
125-
Added Defense Curl, Calm Mind, Swords Dance
125+
126
[Fate Break] Single character cannot invoke Aspects or spend Fate Points.
127-
Debuffs:
127+
[Shut Down] Single character cannot use the affected Stunt.
128-
2.12: Added Skill Seal, Greed Sever
128+
129
[Ensnared] Single character cannot move or willingly change zones.
130-
Mass Debuffs:
130+
[Poisoned] Single character takes 2 unsoakable stress at the end of their turn.
131-
Added Once per scene clause to all of them
131+
[Poison All] All characters in zone take 2 unsoakable stress at the end of their turns.
132
133-
Attack Stunts: 
133+
[Distracted] Single character takes -2 to next action.
134-
Edited Glancing Blow, Heavy Hitter
134+
[Despair] Single character takes -2 to all actions until they fail a roll.
135
[Dazed] Single character takes -2 to all actions.
136-
Defensive Stunts:
136+
137-
Edited Baited
137+
138-
2.11: Added Take Hate
138+
[Taunted] Single character can only take actions against the target character.
139
[Scapegoat] Single character is affected by the next Attack or Negative Status affecting target character.
140-
Stress Status Stunts
140+
141-
2.12: Added Fated Duel, Learning Experience
141+
[Awed] Single character cannot attack or move towards target character.
142-
2.12: Edited Super Mode
142+
[Awe All] All enemies cannot attack or move towards target character.
143
144-
Funky Shit:
144+
--- 
145-
2.11: Edited Kill That Guy
145+
146-
2.11: Added Here's Your (You)
146+
147-
2.12: Added Smile Bomb, Frustration
147+
148
<The How and Why of Stunts>
149-
~~~
149+
150
151-
[XXXX] TABLE OF CONTENTS:
151+
152-
[XXX0] Legend
152+
153-
[XXX1] Spending Points
153+
154-
[XXX2] Status Effects
154+
155-
[XXX2a] Positive Status Effects
155+
<Classic Series Stunts>
156-
[XXX2b] Negative Status Effects
156+
The Classic: +2 to [Action] with [Skill/Approach] in [Situation]
157-
[XXX3] Stunts
157+
Peerless Classic: +1 to [Action] in [Situation]
158-
[XXX3a] Classics
158+
Skill Classic: +1 to [Skill/Approach] in [Situation]
159-
[XXX3b] Declarations
159+
160-
[XXX3c] Enhancements
160+
161-
[XXX3d] Absolutes
161+
Assist: Give someone else a +2 to [Action] with [Approach] in [Situation]
162-
[XXX3e] Buffs
162+
Teamwork Assist: Give someone else +1 to [Skill/Approach] in [Situation]
163-
[XXX3f] Healing
163+
Peerless Assist: Give someone else a +1 to [Action] in [Situation]
164-
[XXX3g] Survival
164+
Marvelous Assist: Give someone else +2 to the result of a successful [Action] with [Approach] in [Situation]
165-
[XXX3h] Debuffs
165+
166-
[XXX3i] Mass Debuffs
166+
Cheer: As an action, give an ally the [Cheerful] status.
167-
[XXX3j] Attack Stunts
167+
168-
[XXX3k] Defense Stunts
168+
<Status Effect Stunts>
169-
[XXX3l] Funky Shit
169+
Hinder Attack: Make an [Approach] Attack action against a target in your zone. If you succeed, they gain [Attack Down] instead of taking stress.
170-
[XXX3m] Signatures
170+
Hinder Defense: Make an [Approach] Attack action against a target in your zone. If you succeed, they gain [Defense Down] instead of taking stress.
171-
[XXX3n] Stress Status Stunts
171+
Hinder Advantage: Make an [Approach] Attack action against a target in your zone. If you succeed, they gain [Advantage Down] instead of taking stress.
172-
[xxx3o] Stress Trigger Stunts:
172+
Hinder Overcome: Make an [Approach] Attack action against a target in your zone. If you succeed, they gain [Overcome Down] instead of taking stress.
173-
[XXX3p] Movement Based Stunts
173+
Hinder Approach: Make an [Approach] Attack action against a target in your zone.  If you succeed, they gain [Approach Down] on an Approach of your choice instead of taking stress.
174-
[XXX3q] Boss Only Stunts
174+
175-
[XXX3r] Limit Breaks
175+
Cripple Attack: Make an [Approach] Create an Advantage action against a difficulty of 4.  If you succeed, place [Attack- All] on your zone. 
176-
[XXX3s] Alternatives to FP costs
176+
Cripple Defense: Make an [Approach] Create an Advantage action against a difficulty of 4.  If you succeed, place [Defense- All] on your zone.
177
Cripple Advantage: Make an [Approach] Create an Advantage action against a difficulty of 4.  If you succeed, place [Advantage- All] on your zone.
178
Cripple Overcome: Make an [Approach] Create an Advantage action against a difficulty of 4.  If you succeed, place [Overcome- All] on your zone.
179
Cripple Approach: Make an [Approach] Create an Advantage action against a difficulty of 4.  If you succeed, place [Approach- All] with an Approach of your choice on your zone.
180
181
Heckle: Make an opposed [Approach] Overcome action against a target in your zone. If you succeed, they gain [Distracted].
182
Poison: Make an opposed [Approach] Overcome action against a target in your zone.  If you succeed, they gain [Poisoned].
183
Spook: Make an opposed [Approach] Overcome action against a target in your zone.  If you succeed, they gain [Despair].
184
Blind: make an opposed [Approach] Overcome action against a target in your zone.  If you succeed, they gain [Blinded].
185-
[Passive Opposition] means a Situation Aspect used to increase the difficulty of taking action.
185+
186
No Heroes: Make an opposed [Approach] Overcome action against a target in your zone.  If you succeed, they gain [Support Down].
187
No More Heroes: Make an [Approach] Create an Advantage action against a difficulty of 4.  If you succeed, your zone gains [Support- All].
188-
[Unsoakable] Stress that ignores Armor or other forms of Stress negation.
188+
Deny Heroism: Make an opposed [Approach] Overcome action against a target in your zone.  If you succeed, they gain [Support Break].
189
190-
[{CHARNAME}] The target character for a Status Effect that does not have the Aspect placed on them.
190+
<Declaration Type Stunts:>
191-
[Maneuver] A Create an Advantage roll opposed by an opponent's Defend action.  All Stunts that would trigger on Defense apply for the target.  All Stunts that would trigger on Create an Advantage apply for the user.
191+
Right Place: Once/session, can be in any zone you want.
192-
EDITED! [Armor: X]  Ignore the first X stress from any non-Unsoakable source.  Multiple sources do not stack.
192+
Right Tool {New Handy Dandy}: Once/session, can have any one useful tool you want.  It becomes a Situation Aspect with two free invokes.
193-
EDITED! [Weapon: X] Attacks and Maneuvers deal an extra X stress.  Multiple sources do not stack.
193+
Right Time: Once/session, can show up at any point in a scene you're not in.
194-
[Status Effect: $TEXAS]  This Status Effect cannot be cleared or negated by any means, unless otherwise specified.
194+
Right People: Once/session, can say you know a helpful NPC.  Come up with a Situation Aspect for them with two free invokes.
195-
SOS Character has filled more than half their Stress bar with Stress.  Minimum 6 Stress taken.
195+
Right Disguise: Once/session, you can replace yourself with one of the NPCs.  You are [Hidden] until you reveal yourself.  When you do, you lose [Hidden] and gain [Cheerful]
196-
Ally-SOS Character's ally has filled more than half their Stress bar with Stress.  Minimum 6 Stress taken.
196+
Right Trick: Once/session, spend 1 FP to gain a Stunt for the session
197
Windfall: Twice/session, create a relevant boost
198
199-
 
199+
<Support Defense Stunts:>
200-
[XXX1] Spending Points:
200+
A Friendly Reminder on Support Defense: A Support Defense is rolling to Defend in place of a target being attacked.  You may Support Defend as many times as you wish so long as you fulfill two conditions: it has to be reasonable for you to interpose yourself between the attack and its target, and you have to suffer the effects of any failed rolls.
201
202
Classic Shield: +2 to Defend actions with [Approach], only when Support Defending.
203
Support Defense+: When you Defend for an ally with [Approach], your result is automatically treated as [Approach]+1
204
Shared Pain: Once per scene, choose an ally.  Whenever that ally takes Stress from an outside source, they take half and you take the rest.  The damage you take is unsoakable.
205
Shield Ally: Once per exchange, when an ally in your Zone would take Stress from an outside source, you may take that Stress instead.
206
Absolute Bodyguard: Once per exchange, when you Defend for an ally, you may pay 1 FP and automatically succeed on the Defense action
207-
 
207+
Remote Opposition: Choose a Zone you can see and make a Create an Advantage action with [Approach].  If you succeed, you may Actively Oppose any one type of Action taken in the chosen Zone as long as [Advantage] is on the board, even if you are not currently in that Zone.
208
Remote Defense: Choose a Zone you can see and make a Create an Advantage action with [Approach].  If you succeed, you may Support Defend for any ally in the chosen Zone as long as [Advantage] is on the board, even if you are not currently in that Zone.
209-
* Add +2 to an action you take before the end of your next turn
209+
210-
* Reroll an action you take before the end of your next turn
210+
211-
* Give an ally a +2 to their next action before the end of your next turn
211+
<Rule Breaking Stunts:>
212-
* Give an ally a reroll on their next action before the end of  your next turn
212+
Since there are a lot of ways to break the rules, this is going to be the largest group.
213
214-
 
214+
Expansions*too lazy to revise*:
215
Option Expansion: Use [Skill/Approach] to do an action it can't normally do.
216
Stat Switch: May use [Skill/Approach A] instead of [Skill/Approach B] for [Action] in [Situation]
217
Absolute Versatility: Spend a FP in order to use [Skill/Approach] for ANY other [Skill/Approach] for one roll or exchange.
218
219
220
<Absolutes:>
221
The Absolute Series represents breaking the rules by ensuring success in some specific regard.
222
223
Friendly Reminder: The unstoppable force vs. the immovable object.  If two Absolute Skill or Absolute Victory series actions would conflict, advantage goes to the aggressor.  The defender can spend another FP in order to raise the stakes.  Once the stakes are raised, the aggressor can choose to call or fold.  If they fold, the defender succeeds.  If they call, the aggressor spends another FP and they succeed.
224-
<Things You Can Do With Create an Advantage>
224+
225-
*Create an [Advantage] that all allies can use
225+
Friendly Reminder: Since the Absolute Skill and Strike series automatically grant success or success with style, any Stunt, Status Effect or ability that would change a character's roll modifier does not affect it.
226-
*Create an instance of [Passive Opposition] that hinders enemies
226+
227-
*Enhance a Character Aspect by adding free invokes
227+
228-
*Enhance an [Advantage] by adding free invokes
228+
229-
*Enhance an instance of [Passive Opposition] by increasing Overcome difficulty or adding free invokes
229+
230-
*Steal a single [Advantage] from enemies
230+
Absolute Skill: Once per scene, spend 1 FP to auto succeed at an overcome action with [Skill/Approach].
231-
 
231+
Absolute Accuracy: Once per scene, spend 1 FP to auto succeed at an Attack action.
232
Absolute Trickery: Once per scene, spend 1 FP to auto succeed at a Create an Advantage action with [Skill/Approach].
233-
 
233+
Absolute Theft: Once/scene, spend 1 FP to automatically succeed at a Create an Advantage roll to take control of an opponent's Situation Aspect
234
Absolute Stalwart: Once per scene, spend 1 FP to auto succeed at a Defend action with [Skill/Approach].
235-
 
235+
236-
Status Effects are specific Situation Aspects created via Stunts or other situations.  They provide a constant effect instead of providing invokes or compels.  Invokes can be added, usually for the purpose of increasing the difficulty of removing the effect.  All Status Effects have an Overcome difficulty of 2 by default.  When placing a Status Effect, if the action is a Success with Style, the Overcome difficulty to remove the effect is 4 instead.  Boosts can be added to a Status Effect.
236+
237
Absolute Victory: Once/session, when you take the Overcome action, you may pay 1 FP to automatically succeed with style.
238-
NEW THING: Status Effects are presented as [Effect Name: Overcome Difficulty] as much as possible now.  Stunts that have multiple potential effects are still written the long way.
238+
Absolute Strike: Once/session, when you take the Attack action, you may pay 1 FP to automatically succeed with style.  You deal [Approach] Unsoakable stress.  
239
Absolute Creation: Once/session, when you take the Create an Advantage action, you may pay 1 FP to automatically succeed with style
240-
NEW THING: If a Status Effect is placed via a Create an Advantage action, on a tie, the Status Effect is placed as a success, but is cleared at the end of the creator's next turn.  An invoke can be spent on it to make it last until cleared, like any other named Boost. To clear a Status Effect, the Overcome action against it must be a success or better.
240+
Absolute Defense: Once/session, when you take the Defense action for yourself or an ally, you may pay 1 FP to automatically succeed with style.
241-
 
241+
Absolute Effort: Once/session, you may pay 1 FP and add +4 to any one action.
242-
Friendly Reminder: Status Effects of the same name do not stack.  Multiple versions of the same Status Effect add one free invoke to the original Status Effect, instead.  Higher difficulty trumps lower difficulty.
242+
243
244-
Friendly Reminder: [X Up] and [X Down]/[X Break] counteract each other.  [X All] and [X- All] counteract each other. 
244+
Absolute Teamwork: Once per scene, spend 1 FP to use any ally's [Skill/Approach] in place of your own for one exchange.
245
Absolute Gameplan: Once per scene, spend 1 FP (and a few minutes of observation) to make a [Approach] roll.  Each shift on this roll creates one boost for the scene or usable on the target of your observations.  You may spend two boosts generated with this roll to create a Situation Aspect with one free invoke, or three boosts to create a Situation Aspect with two free invokes, instead.
246-
Friendly Reminder: You count as your own ally. 
246+
Absolute Deduction: Once/scene, spend 1 FP and make an [Approach] Overcome with the difficulty equal to the target's highest Approach.  If you succeed, you learn that target's High Concept, Trouble, highest Approach and Stunts.  If you succeed at cost or fail, they learn yours too.
247
248
Friendly Reminder: You may spend a boost to add a free invoke to an existing Situation Aspect or turn a standing boost into a Situation Aspect with one free invoke. 
249-
[XXX2a] Positive Status Effects
249+
250
251
Absolute Armor: Once/session, spend 1 FP to gain [Super Armor] for the scene.
252
Absolute Function: Once/session, spend 1 FP to gain [Anti-Venom] for the scene.
253
Absolute Evasion: Once/session, you may spend 1 FP to gain [Vanished] for the scene.
254
Absolute Damage: Once/scene, spend 1 FP to deal 2 unsoakable stress to all enemies in a zone.
255
Absolute Harm: Once/scene, spend 1 FP to place [Attack Down], [Defense Down], [Advantage Down], [Overcome Down], or an [Approach Down] of your choice on a target in your zone.
256
Absolute Outrage: Once/session, spend 1 FP to deal 6 unsoakable stress to a single target.  You are [Dizzied] and [Dazed].
257
Absolute Misery: Once/session, spend 1 FP to give a target in your zone [Gloomy] for the scene.
258
Absolute Denial: Once/session, spend 1 FP to give a target in your zone [Shut Down] for the scene.
259
Absolute Despair: Once/session, spend 1 FP to give all targets in your zone [Despair] for the scene.
260
Absolute Fate: Once/session, spend 1 FP to give a target in your zone [Fate Break] for the scene.
261-
[Approach Up] Single character gains +2 to all actions with chosen Approach].
261+
Absolute Miasma: Once/session, spend 1 FP to place [Poison All] in a zone of your choice.
262-
[Approach All] All allies in zone gain +2 to all actions with chosen Approach.
262+
263-
 
263+
264
Absolute Advantage: When you reroll on an invoke, take the better result.
265-
[Energized] Single character gains +1 to all actions.  Is superceded by [Inspired] and [Awakened].
265+
266-
[Inspired] All allies in zone gain +1 to all actions.  Is superceded by [Awakened].
266+
267
Absolute Unluck: Once/session for 1 FP, you may treat a single roll as if it were [----]
268-
 
268+
269-
[Armor Up] Single character gains Armor: 2
269+
270-
[Armor All] All allies in zone gain Armor: 2
270+
271-
[Damage Up] Single character gain Weapon: 2
271+
272-
[Damage All] All allies in zone gain Weapon: 2
272+
Action+: Choose one of the Four Actions.  Once per exchange, when you invoke an aspect while performing that action, you may add +3 to the result instead.
273
Approach+: Choose an Approach.  Once per exchange, when you invoke an aspect while performing an action with that Approach, you may add +3 to the result instead.
274
Assist+: Choose one of your Character Aspects.  Once per exchange, when you invoke that aspect, you may add +3 to your or an ally's result.
275-
[Outrage] Your Attacks deal unsoakable Stress.
275+
Setup+: When you succeed on an [Approach] Create an Advantage to make a Situation Aspect in [Situation], invoking this Situation Aspect grants +3 to a result instead.
276-
 
276+
277-
[Hidden] Single character cannot be targeted by enemies except to Overcome this Status Effect.  Ends when the character uses an Attack action.
277+
278-
[Vanished] Single character cannot be targeted by enemies except to Overcome this Status Effect.
278+
279
Medicine+: All Positive Status Effects you make gain +2 to Overcome difficulty.
280-
EDITED: [Super Armor] Attack actions against this character automatically fail.  Any character who takes the Attack action against a character with [Super Armor] gains a boost.
280+
Consequence+: If you succeed with style on an Attack action against a target with a Negative Status Effect, you may forgo the boost to deal 2 unsoakable stress to that target.
281-
EDITED: [Anti-Venom] Single character cannot be affected by Negative Status Effects from outside sources. Maneuver actions against this character automatically fail. Any character who makes a Maneuver against a character with [Anti-Venom] gains a boost.
281+
Advantage+: If you succeed with style on an Attack action while you are under the effect of a Positive Status Effect, you may forgo the boost to deal an extra 2 unsoakable stress.
282-
EDITED: [Invincible] Attack and Maneuver actions against this character automatically fail.
282+
Debuff+: When you succeed with style on placing a Negative Status Effect, you may deal 2 unsoakable stress to a single affected target.
283-
[Regen] Single character remove 2 Stress or removes a negative Status Effect at end of their turn, once per exchange.
283+
Buff+: When you succeed with style on placing a Positive Status Effect, you may heal 2 stress on a single affected target.
284-
NEW! [Regen All] All allies in zone remove 2 Stress or a negative Status Effect at the end of their turn, once per exchange.
284+
285
286-
[Substitute {CHARNAME}] The next Attack, Maneuver or negative Status Effect targeting this character affects {CHARNAME} instead.  Clears after the effect triggers.
286+
Boost+: Once per exchange, when you would gain a Boost in [Situation], you may convert it to a full Aspect with one free Invoke instead.
287-
EDITED: [Karma] All negative Status Effects from outside sources that would affect this character target the character placing the negative Status Effect instead.
287+
Range+: When you succeed with style on an [Approach] Attack in [Situation], if you would choose to gain a boost, you may deal 2 damage to another target in the same Zone instead.
288-
EDITED: [Reflect] Attacks or Maneuvers directed at this character target the attacker instead.
288+
289-
[Magpie {CHARNAME}] Single character is affected by the next Advantage, healing or positive Status Effect affecting {CHARNAME}.  Clears after the effect triggers.
289+
Success+: Once per scene, if you would tie with [Action] in [Situation], add 2 to your result.
290-
[Bunshin] The next Attack or Maneuver directed at this character automatically fails.  Clears after the effect triggers.
290+
291
292
Defense+: Ignore 2 stress on a failed Defense roll
293
Attack+: Do 2 extra stress on a successful Attack roll
294-
[XXX2b] Negative Status Effects
294+
Aspect+: Add an extra invoke on a successful Create an Advantage roll
295
Sharpen Claws: As an action, give an ally in your zone [Damage Up]
296
Harden Shell: As an action, give an ally in your zone [Armor Up]
297
Nasty Plot: As an action, give an ally in your zone [Invoke Up]
298
Sheer Force: As an action, spend 1 FP to give your zone [Damage All]
299
Serene Grace: As an action, spend 1 FP to give your zone [Invoke All]
300
Solid Rock: As an action, spend 1 FP to give your zone [Armor All]
301-
EDITED [Defense Break] Target cannot make the Defend action. All Attacks and Maneuvers against them are made at a difficulty of the target's highest Approach -2 or 2, whichever is higher. Clears after the first successful Attack or Maneuver against target.
301+
302
Invoke+: Once per exchange, place a free invoke on a pre-existing Aspect as an action.
303
Protect+: You may take [Action] as well as the Full Defense action.
304
Result+: Once per scene, when you succeed with [Action] in [Situation], add 2 the result.  This does not activate if you succeed with style.
305
306
307
<Buffs:>
308
X Attack: As an action, give an ally in your zone [Attack Up]
309
X Defend: As an action, give an ally in your zone [Defend Up]
310
X Special: As an action, give an ally in your zone [Advantage Up]
311-
[Approach Down] Single character takes a -2 to chosen Approach actions.
311+
X Accuracy: As an action, give an ally in your zone [Overcome Up]
312-
[Approach- All] All enemies in zone take a -2 to chosen Approach actions.
312+
X Approach: As an action, give an ally in your zone [Approach Up] with an Approach of your choice.
313-
[Approach Break] Single character cannot make chosen Approach actions.
313+
314-
 
314+
<Big Boi Buffs:>
315
Force+: Make a Create an Advantage roll with [Approach] against a difficulty of 4.  If you succeed, your zone gains [Attack All]
316-
[Stunt Break] Single character cannot use the selected Stunt.
316+
Heart+: Make a Create an Advantage roll with [Approach] against a difficulty of 4.  If you succeed, your zone gains [Defend All]
317-
[Shut Down] Single character cannot use Stunts.
317+
Guile+: Make a Create an Advantage roll with [Approach] against a difficulty of 4.  If you succeed, your zone gains [Advantage All]
318-
 
318+
Spirit+: Make a Create an Advantage roll with [Approach] against a difficulty of 4.  If you succeed, your zone gains [Overcome All]
319-
[Ensnared] Single character cannot move, Support Defend, or willingly change zones.
319+
320-
[Poisoned] Single character takes 2 unsoakable stress at the end of their turn, once per exchange.
320+
321-
[Poison All] All characters in zone take 2 unsoakable stress at the end of their turns, once per exchange.
321+
Character+: Make a Create an Advantage roll with [Approach] against a difficulty of 4.  If you succeed, your zone gains [Inspired].
322-
[Wounded X] Single character's Stress track is reduced by X.  If a character would have their Stress track filled from this reduction, they are Taken Out.
322+
Skill+: Make a Create an Advantage action with [Approach] against a difficulty of 4.  If you succeed, your zone gains [Approach All] with an Approach of your choice.
323-
 
323+
324-
[Distracted] Single character takes -2 to next action.  Clears after character has taken that action.
324+
<Special Attacking Stunts:>
325-
NEW! [Distract All] All enemies in zone take -2 to next action.  Clears at the end of creator's next turn.
325+
Burst Fire: Once/scene, you may make a special Attack with [Approach] against a number of targets in a Zone equal to that Approach.  Deal 3 Stress to every target you succeed against, and 5 Stress to every target you succeed with style against.
326-
[Despair] All enemies in zone take -1 to all actions.
326+
Suppression Fire: Choose a Zone and make an [Approach] Create an Advantage roll.  If you succeed, that Zone gains [Poison All].  The Overcome difficulty is equal to [Approach].
327
Momentum: When you make an [Approach] Attack in [Situation], if you succeed you get a boost.  This stacks with the boost you would get from a success with style.
328
Glancing Blow: If you tie on an [Approach] Attack, you still deal one Stress.
329-
[Blinded] Single character's next action automatically fails by 2 shifts.  Cleared after the character's action fails.
329+
Heavy Hitter: When you succeed with style on an [Approach] Attack, if you would choose to gain a boost, you gain a Situation Aspect with one free Invoke instead.
330-
[Paralyzed] Single character suffers from [Attack Break], [Advantage Break], [Defend Down] and [Overcome Down]
330+
Guard Crush: When you succeed at an [Approach] Attack, you may spend 1 FP and inflict [Defense Break].
331-
 
331+
Dizzying Blow: When you succeed with style at an [Approach] Attack, you may spend 1 FP and inflict [Dizzied]
332-
EDITED: [Taunted {CHARNAME}] Single character can only target {CHARNAME} with Attacks or Maneuvers.
332+
Big Crunch: Once per session, spend 1 FP and make a special [Approach] Attack.  If you succeed, deal half their remaining Stress in unsoakable damage.  If you succeed with style, gain a boost as well.
333-
[Haunted {CHARNAME}] While afflicted with this Status Effect, single character has all Advantages, healing or positive Status Effects targeting them affect {CHARNAME} instead.
333+
Venom Blade: When you succeed with style at an [Approach] Attack, you may forgo the boost and inflict [Poisoned] instead.
334-
[Scapegoat {CHARNAME}] Single character becomes the target of any Attacks, Maneuvers or negative Status Effects targeting only {CHARNAME}. 
334+
Counterattack: Once/scene, on an exchange that isn't yours, you may immediately make an [Approach] Attack against a target in your zone.
335
Your Tears Sustain Me: Once per scene, when you succeed with style at an [Approach] Attack, you may remove 2 Stress or a negative Status Effect instead of gaining a boost. 
336-
[Gloom All] All enemies in zone cannot be affected by Positive Status Effects.
336+
Sand Attack: When you succeed with style at an [Approach] Attack, you may forgo the boost and inflict [Blinded] instead.
337-
EDITED: [Awed {CHARNAME}] Single character cannot move into the same zone as {CHARNAME}.  Single character cannot target {CHARNAME} with Attacks or Maneuvers.
337+
Blind Spot: When you succeed with style at an [Approach] Attack, you may forgo the boost and gain [Hidden] instead.
338-
EDITED: [Awe All {CHARNAME}] All affected targets cannot move into the same zone as {CHARNAME}.  All affected targets cannot target {CHARNAME} with Attacks or Maneuvers.
338+
339-
[Charmed {CHARNAME}] Single character's action on their next turn is chosen by {CHARNAME}.  Cleared at the end of target's turn.
339+
340
<Special Defensive Stunts:>
341
Taunt: Make a special [Approach] Attack against an enemy.  If you succeed, they gain [Taunted] with you as the target and take no stress.
342
Scapegoat: Make a special [Approach] Attack against an enemy.  If you succeed, they gain [Scapegoat] with you as the target and take no stress.
343
Redirect: When you succeed with style on an [Approach] Defend action against an attack that only targets you, you may treat any one target in your zone other than the attacker as if they had [Scapegoat] for this attack instead of gaining a boost.
344-
 
344+
Reflect: When you succeed with style on an [Approach] Defend action against an attack that only targets you, you may treat the attacker as if they had [Scapegoat] for this attack instead of gaining a boost.
345
Human Shield: Once per scene, when you are the sole target of an attack, you may spend 1 FP and choose any ally in your zone to Support Defend you.
346
Ninja Vanish: Make an [Approach] Create an Advantage action against a difficulty of 4.  If you succeed, you gain [Hidden].  If you succeed with style, you gain [Vanished].
347-
 
347+
Riposte: When you succeed with style on an [Approach] Defend action, you may deal 2 unsoakable Stress to your attacker instead of gaining a boost.
348
Cross Counter: When you succeed at an [Approach] Defend action, you may spend 1 FP to deal Stress equal to your shifts to your attacker.
349
Swordbreaker: When you succeed on an [Approach] Defend action, you may spend 1 FP to place [Attack Break] on your attacker.
350
Dazing Counter: When you succeed on an [Approach] Defend action, you may spend 1 FP to place [Dazed] on your attacker.
351
Don't Eat It: When you succeed on an [Approach] Defend action, you may spend 1 FP to place [Poisoned] on your attacker.
352
Roll With It: Once/session, if you would fail to defend against a Negative Status Effect, you succeed instead.
353
Parry: When you succeed on a Defend action with [Approach], you gain +1 on your next attack against the opponent that tried to hit you.  If you succeed with style, gain +2.
354-
[XXX3a] Classics
354+
Reversal: When you tie or succeed on a Defend action with [Approach], your opponent takes one Stress.
355
Bleed With Me: Once per exchange, when you take Stress from an Attack, you may choose to take an extra two Stress to place an [Advantage] on your opponent with one free invoke.  You cannot use this stunt if the Stress would cause you to be Taken Out.
356-
The Classic: +2 to [Action] with [Approach] in [Situation]
356+
Baited: When you succeed with style on a Defend action with [Approach], you may choose to place a Situation Aspect with one free invoke instead of gaining a boost.
357-
Skill Classic: +1 to [Approach] in [Situation]
357+
358
Pressure Point: When you succeed on a Defend action with [Approach], you may spend 1 FP to place [Approach Break] on the Approach they used with their Attack action.
359-
Rebel Classic: When opposed by [Approach] in [Situation], gain a +2 bonus to that action.
359+
Wake-up Call: Once per scene, if you would succeed with style on an [Approach] Defense action, you may remove 2 Stress or a Negative Status Effect from yourself instead of gaining a boost.
360-
EDITED: Peerless Classic: If you and the target both use [Approach] on an opposed roll in [Situation], gain a +2 bonus.
360+
361-
NEW! Spiteful Classic: +2 to [Action] in [Situation] against a target who has any Approach rated higher than your best.
361+
<Healing Stunts:>
362-
 
362+
Grit:  Once per session, when you are SOS, you automatically heal 4 stress.
363-
Classic Assist: Give single ally a +2 to [Action] with [Approach] in [Situation]
363+
Regen: As an action, spend 1 FP to remove 2 Stress or a Negative Status Effect from yourself
364-
Skill Assist: Give single ally +1 to [Approach] in [Situation]
364+
Refresh: As an action, spend 1 FP to remove 2 Stress or a Negative Status Effect from an ally.
365-
Marvelous Assist: Give single ally +2 to the result of a successful [Action] with [Approach] in [Situation]
365+
Heal: Once per exchange, you may make an Overcome with [Approach] with a difficulty of +2.  If you succeed, you may remove 2 Stress or a Negative Status Effect from yourself or an ally.  If you succeed with style, you may remove 4 Stress instead.
366-
EDITED: Rebel Assist: When a single ally is opposed by [Approach] in [Situation], give that ally a +2 bonus to that action.
366+
Destress: Once/session, spend 1 FP and remove up to six Stress from your Stress track.
367-
EDITED: Peerless Assist: When a single ally and a target both use [Approach] on an opposed roll in [Situation], give that ally a +2 bonus.
367+
Rejuvenate: Once/session, spend 1 FP and remove up to six Stress from an ally's Stress track
368-
EDITED: Spiteful Assist: When a single ally is opposed by a target with any Approach rated higher than your best in [Situation], give that ally a +2 bonus.
368+
Pain Split: Once/session, you may heal half your current Stress and deal the amount you healed in unsoakable damage to a single target you are aware of.  You may deal a maximum of 9 Stress this way.
369
Shake it Off: When you take the Full Defense action, you gain [Anti-Venom] until the end of your next turn.
370
371
<Not Dying Stunts:>
372-
[XXX3b] Declarations
372+
Last Breath: If you would be Taken Out, you may spend 1 FP to immediately take a turn before being removed from play.  Your action this turn gains a +2.
373
Focus Sash: Once per session, if you would be Taken Out, you survive with one stress box clear instead.
374-
Right Place, Right Time: Once per session, you can place your character in any zone you wish, even if you were not currently in the scene.
374+
375-
Right Tool {New Handy Dandy}: Once per session, can have any single useful tool you want.  It becomes a Situation Aspect with two free invokes.
375+
<Neg Ass Stunts:>
376-
Right People: Once per session, can say you know a helpful NPC.  Come up with a Situation Aspect for them with two free invokes.
376+
Defer Peril: Once/session, when you are hit by an attack, you may negate up to four Stress taken in exchange for taking a Negative Aspect of [Imperiled] with one free Invoke.  This Negative Aspect cannot be removed for the rest of the Scene.  Once the Scene has passed, it can be removed with an Overcome against a difficulty of +4
377-
Right Disguise: Once per session, you can replace yourself with one of the NPCs.  You are [Hidden: $TEXAS] until you reveal yourself.  When you do, you lose [Hidden] and gain [Cheerful]
377+
Impending Doom: Once/session, when you would be hit with an attack, you may negate up to six Stress taken in exchange for taking a Negative Aspect of [Doomed] with two free Invokes.  While you are [Doomed], take a -1 to all actions.  This Aspect cannot be removed for a session.  Once a session has passed, removal requires an Overcome against a difficulty of +4, with the difficulty increasing by one for every free invoke remaining.
378-
Right Trick: Once per session, you may gain a Stunt you do not currently have for the duration of the scene.
378+
Laugh at Peril: Once/session, you may take an action to gain one boost for every Negative Aspect you currently have.
379-
EDITED! Right Attitude: Twice per session, you may take a boost representing a relevant character trait or ability
379+
380-
EDITED! Right Aspect (New Signature Aspect): Choose a Character Aspect on purchase.  That Aspect starts each session with two free invokes.
380+
381
<Signatures:>
382-
Connected: When you enter a new place or meet a new group of people, you may declare you know have a friend there and roll [Approach] Overcome with a difficulty of 2.  If you succeed, that friend will take one Action for you, as long as it isn't costly or life threatening.  If you succeed with style, they will take any one Action within their power for you.  The friend automatically gets a 2-shift success on their Action.  If you fail, you owe /them/ something.
382+
Signature Aspect: Choose a Character Aspect.  The first time you invoke it per scene is free.
383
Signature Ally: You gain a Mook: a character with one Aspect, a single Approach equal to your highest Approach minus 2, and a 4 Stress bar.  At the start of a scene, you may decide if your Signature Ally is with you.  If it is not, you must spend an action to bring it into the scene.  If your Signature Ally is Taken Out, you may not use it for the rest of the session.
384-
Presence: Once per scene in [Situation], make an [Approach] Maneuver against a single target.  If you succeed, the target gains [Awed: 4].  If you succeed with style, the target gains [Dizzied: $TEXAS] and the zone gains [Awe All: 4].  If you fail, the target is [Taunted {You}: 4] instead.
384+
Signature Gear: Choose two Stunts from any group but Absolutes or Signature Mode.  Gain the Situation Aspect [My Gear]; as long as [My Gear] is in play, you may use both Stunts at once.  If [My Gear] is successfully compelled or Actively Overcome, you take [Shut Down], but only for this stunt.
385
Signature Mode: Choose two Stunts from any group, other than Signature Gear or Signature Mode.  At the start of the session, choose one to be your Active Stunt.  You cannot use the other stunt chosen with Signature Mode unless you spend an action to make it your Active Stunt.
386-
This Charming Blank: Once per scene, make an [Approach] Maneuver against a single target.  If you succeed, the target gains [Charmed: 4].  If you succeed with style, [Charmed: 4] does not clear until Overcome.
386+
387
New Stunts:
388
389
Cynical Bonuses:
390-
[XXX3c] Enhancements
390+
True Grit: Once per exchange in [Situation], you may pay 2 Stress for a +2 to any one roll.
391
392-
Invoke Steroids:
392+
Stress Based Stunts:
393-
Action+: Choose Attack, Defend, Overcome or Create: Once per exchange, when you invoke an Aspect while performing that action, you may add +3 to the result instead.
393+
394-
Approach+: Choose [Approach].  Once per exchange, when you invoke an Aspect while using [Approach], you may add +3 to the result instead.
394+
395-
Aspect+: Choose one of your Character Aspects.  Once per exchange, when you invoke that Aspect, you may add +3 to the result instead.
395+
Hard Knocks: When an enemy deals Stress to you, you gain [Defense Up] until end of scene.
396-
Setup+: Choose Attack, Defend, Overcome or Create: Once per exchange, when an ally invokes one of your Aspects while performing that action, they may add +3 to the result instead.
396+
Vengeance: When an enemy deals Stress to you, you gain [Attack Up] until the end of the scene.
397
Rope-a-Dope: When someone deals Stress to you, you gain [Advantage Up] until the end of the scene.
398-
Conflict Steroids:
398+
Unbowed:  When someone deals Stress to you, you gain [Overcome Up] until the end of the scene.
399-
Armor+: Ignore 2 stress on a failed Defense action.
399+
400-
Damage+: Deal 2 extra stress on a successful Attack action.
400+
Bully's Pride: When you deal Stress to an enemy, you gain [Defense Up] until the end of the scene.
401-
Invoke+: Add an extra invoke on a successful Create an Advantage action.
401+
Bloodlust: When you deal Stress to an enemy, you gain [Attack Up] until the end of the scene.
402
Discern Weakness: When you deal Stress to someone, you gain [Advantage Up] until the end of the scene.
403-
EDITED! Boost+: Once per exchange, when you would gain a boost from any of the Four Actions, gain an extra boost.
403+
Swagger: When you deal Stress to someone, you gain [Overcome Up] until the end of the Scene.
404-
Range+: Once per session, you may make an Attack, Maneuver, or Create an Advantage into an adjacent zone. 
404+
405
Mama Bear: When someone deals Stress to an ally who is not you, you gain [Attack Up] until the end of the scene.
406-
Success+: Once per scene, if you would tie on an [Approach] Attack, deal 2 stress instead.
406+
Gallantry: When someone deals Stress to an ally who is not you, you gain [Support Up] until the end of the scene.
407-
Support Defense+: When you take the Support Defense action, you gain Armor:2 for that roll.
407+
Craven: When someone deals Stress to an ally who is not you, you gain [Defend Up] until the end of the scene.
408
Smart Monkey: When someone deals Stress to an ally who is not you, you gain [Advantage Up] until the end of the scene.
409
Anime Logic: When someone deals Stress to an ally who is not you, you gain [Overcome Up] until the end of the scene.
410-
EDITED Consequence+: Gain a boost on a successful Attack or Maneuver against targets with a negative Status Effect.
410+
411-
Sickness+: Gain Armor:2 while under the effects of a negative Status Effect.
411+
412-
Debuff+: Once per exchange, when you succeed with style on placing a Negative Status Effect, you may heal 2 stress or remove a negative Status Effect on yourself.
412+
Gang Up: When you deal Stress to a target, your zone gains [Attack All] until the end of your next turn.
413-
"NEW!" Bully+(old Cruelty+): Once per exchange, when you succeed with style on placing a negative Status Effect, you may heal 2 stress or remove a negative Status Effect on an ally in your zone who is not you.
413+
Please Help Me!: When you deal Stress to a target, your zone gains [Support All] until the end of your next turn.
414-
Plague+: Gain Armor:2 while in the same zone as a target with a negative Status Effect
414+
Early Warning: When you deal Stress to a target, your zone gains [Defend All] until the end of your next turn.
415-
NEW! Vengeance+: Gain Weapon:2 while in the same zone as an ally with a negative Status Effect
415+
Picador: When you deal Stress to a target, your zone gains [Advantage All] until the end of your next turn.
416-
"NEW!" Cruelty+ : Gain Weapon:2 while in the same zone as an enemy with a negative Status Effect
416+
Not So Tough: When you deal Stress to a target, your zone gains [Overcome All] until the end of your next turn.
417
418
Abnormal Survivor: SOS-[Awakened]
419-
EDITED Payoff+: Gain a boost on a successful Attack or Maneuver while under the effects of a positive Status Effect.
419+
Wounded Angel: SOS-[Inspired]
420-
Health+: Gain Armor:2 while under the effects of a positive Status Effect.
420+
Mother's Rage: Ally SOS-[Awakened]
421-
Buff+: Once per exchange, when you succeed with style on placing a Positive Status Effect, you may heal 2 stress or remove a negative Status Effect on yourself.
421+
Last Stand: Ally SOS-[Inspired]
422-
Nurse+: Once per exchange, when you succeed with style on placing a Status Effect, you may heal 2 stress or remove a negative Status Effect from an ally in your zone who is not you.
422+
423-
Love+: Gain Armor:2 while in the same zone as an ally with a positive Status Effect
423+
424-
NEW! Hate+: Gain Armor:2 while in the same zone as an enemy with a positive Status Effect
424+
Stress Status Stunts:
425-
NEW! Power+: Gain Weapon:2 while in the same zone as an ally with a positive Status Effect
425+
Berserk Rage: When you deal at least two Stress to a target with a single physical attack, gain the [Berserk] Advantage with one free Invoke.  Every time you deal at least two Stress to a target with a single physical attack while this Aspect is active, gain one free Invoke.  You lose the [Berserk] Aspect if it has no more free Invokes, if it is Overcome at a +4 difficulty, or you do not deal Stress for two exchanges.
426-
NEW! Zeal+: Gain Weapon:2 while in the same zone as an enemy with a positive Status effect
426+
Masochism:  When you suffer at least two Stress from a single physical attack, gain the [Excited] Advantage with one free Invoke.  Every time you take at least two Stress from a physical attack while that Aspect is active, gain one free Invoke.  You lose the [Excited] Aspect if it has no more free Invokes, if it is Overcome at a +4 difficulty, or you do not take Stress for two exchanges.
427
Death Blossom: As an action, you may deal 2 unsoakable Stress to yourself to gain the [Death Frenzy] Advantage with one free invoke.  While this Aspect is active, you take 2 unsoakable Stress and gain one free invoke at the start of each turn, and may choose to take another 2 unsoakable stress to gain a second free invoke.  This effect ends when you are Taken Out, or spend an action to dismiss the Advantage.
428-
Opposition+: All [Advantage] and [Passive Opposition] you make gain +2 to Overcome difficulty.
428+
White Ash: As an action, you may deal 2 unsoakable Stress to yourself to gain the [Awakened] Status Effect.  At the end of each of your turns, take 2 unsoakable Stress.  This effect ends when you cannot pay the cost or you take an action to remove [Awakened].
429-
EDITED Pitfall+: Gain a boost on a successful Attack or Maneuver against a target in the same zone as an [Advantage] or [Passive Opposition] you have created or invoked this scene.
429+
430-
EDITED Nature+: Gain Armor:2 while in the same zone as an [Advantage] or [Passive Opposition] you have created or invoked this scene.
430+
Movement Based Stunts:
431-
Plunder+: Gain Armor:2 while in the same zone as an enemy or stolen [Advantage] or [Passive Opposition].
431+
432-
Bounty+: Once per exchange, when you succeed with style on a Create an Advantage action to place an [Advantage] or [Passive Opposition], you may forgo a boost to heal 2 stress or remove a negative Status effect on yourself.
432+
433-
Plenty+: Once per exchange, when you succeed with style on a Create an Advantage action to place an [Advantage] or [Passive Opposition], you may forgo a boost to heal 2 stress or remove a negative Status effect from an ally in that zone who is not you.
433+
Knockback: When you succeed with style on an Attack with [Skill/Approach], you may send your target back two Zones instead of gaining the Boost.
434-
NEW! Guerilla+: Gain Weapon:2 while in the same zone as an [Advantage] or [Passive Opposition] you have created or invoked this scene.
434+
435-
NEW! Exploit+: Gain Weapon:2 while in the same zone as an enemy or stolen [Advantage] or [Passive Opposition]
435+
Friendly Reminder: Given the way movement works in HSRPG, these effects last until the end of your next turn.
436
Mobile Target: +2 to [Skill/Approach] physical Defense when you have moved at least one Zone.
437-
Positive Start: Gain [Cheerful: $TEXAS] for your first exchange in a conflict.
437+
Master Traceur: +2 to [Skill/Approach] Overcoming physical obstacles when you have moved at least one Zone.
438-
Evasive Start: Gain [Bunshin: $TEXAS] for your first exchange in a conflict.
438+
Bumrush: +2 to [Skill/Approach] physical Attacks when you have moved at least one Zone
439-
Sadistic Start: Gain [Damage Up: $TEXAS] for your first exchange in a conflict.
439+
Artful Dodger: +2 to [Skill/Approach] physical Create an Advantage actions when you have moved at least one Zone.
440-
Stalwart Start: Gain [Armor Up: $TEXAS] for your first exchange in a conflict.
440+
441-
Tricky Start: Gain [Invoke Up: $TEXAS] for your first exchange in a conflict.
441+
442-
Start Dash: Once per session, gain [Energized: $TEXAS] for your first exchange in a conflict.
442+
443
Advanced Declaration Stunts:
444
Connected: When you enter a new place or meet a new group of people, you may declare you know have a friend there and roll [Skill/Approach] against +2 opposition.  If you succeed, that friend will do one thing for you, as long as it isn't costly or life threatening.  If you succeed with style, they will do any one thing within their power for you.  If you fail, you owe /them/ something.
445
446-
[XXX3d] Absolutes
446+
Presence: Once per scene, make an opposed [Approach] Overcome in [Situation].  If you succeed, the target gains [Awed].  If you succeed with style, all targets with a lower [Approach] than the original target are affected with [Awe All].  If you fail, the target is [Taunted] instead.
447
448
Lock On: Once per scene, choose a target: you gain [Awakened] and [Taunted] against that target until you dismiss the effect with an action, you or the opponent get Taken Out.  [Taunted] cannot be removed or prevented with [Anti-Venom] as long as this effect is active.
449-
 
449+
450-
Friendly Reminder: The unstoppable force vs. the immovable object.  If two Absolute Victory series actions would conflict, advantage goes to the aggressor.  The defender can spend another FP in order to raise the stakes.  Once the stakes are raised, the aggressor can choose to call or fold.  If they fold, the defender succeeds.  If they call, the aggressor spends another FP and they succeed.
450+
Mad Love: Once per scene, choose an ally: they gain [Awakened] and you gain [Attack Break] and [Advantage Break].  This effect lasts until you dismiss the effect with an action, you get Taken Out or the ally is Taken Out.  [Attack Break] and [Advantage Break] cannot be removed or prevented with [Anti-Venom] as long as this effect is active.
451-
 
451+
452-
Friendly Reminder: Since the Absolute Victory series automatically grants success or success with style, any Stunt, Status Effect or ability that would change a character's roll modifier does not affect it.
452+
Hyper Mode: Once per session, spend 1 FP: you gain [Awakened] for three turns.  At the end of the three turns, remove [Awakened] and you are [Dizzied] and [Dazed]. 
453-
 
453+
454
Action Denial Stunts:
455-
 
455+
Snare: Select a target up to one zone away and make a special [Approach] Attack.  If you succeed, they gain [Ensnared] and take no stress.  If you succeed with style, the difficulty to overcome [Ensnared] is +4 instead.
456
457-
Absolute Skill: Once per scene, spend 1 FP to add +4 to the result of your Overcome action.
457+
Restrict {Approach}: Choose {Approach} on purchase.  Select a target up to one Zone away and make a special [Approach] Attack.  If you succeed, they gain [{Approach} Break] and take no damage. If you succeed with style, the difficulty to Overcome [{Approach} Break] is +4 instead.
458-
Absolute Accuracy: Once per scene, spend 1 FP to add +4 to the result of your Attack action.
458+
459-
Absolute Trickery: Once per scene, spend 1 FP to add +4 to the result of your Create an Advantage action.
459+
Deny {Action}: Choose {Action} on purchase.  Select a target up to one Zone away and make a special [Approach] Attack.  If you succeed, they gain [{Action} Break] and take no damage. If you succeed with style, the difficulty to Overcome [{Action} Break] is +4 instead.
460-
Absolute Stalwart: Once per scene, spend 1 FP to add +4 to the result of your Defend action.
460+
461-
Absolute Effort: Once per session, spend 1 FP to add +4 to the result of any one action.
461+
Boss Only Stunts:
462
Friendly Reminder: Please use these sparingly.  Zero or one *total* for a miniboss, one or two *total* for a boss fight, three or four *total* for a final boss.
463-
 
463+
464
Gritty: Once per session, when the boss would be Taken Out, they survive with one stress box clear.  They then heal 4 stress.
465-
Absolute Victory: Once per session, when you take the Overcome action, you may pay 1 FP to automatically succeed.
465+
466-
Absolute Strike: Once/session, when you take the Attack action, you may pay 1 FP to automatically succeed.  You deal [Approach] unsoakable stress.  
466+
467-
Absolute Creation: Once/session, when you take the Create an Advantage action, you may pay 1 FP to automatically succeed.
467+
Scale+: The boss is constantly under the effect of [Inspired], [Damage Up], [Armor Up], and [Invoke Up].
468-
Absolute Defense: Once/session, when you take the Defend action, you may pay 1 FP to automatically succeed.
468+
Scale++: The boss is constantly under the effect of [Awakened], [Damage Up], [Armor Up], and [Invoke Up].
469-
Absolute Maneuver: Once/session, when you perform a Maneuver, you may pay 1 FP to automatically succeed.  If a status effect is placed, it gains +2 Overcome difficulty.
469+
470-
Absolute Theft: Once per session, spend 1 FP to automatically succeed with style at a Create an Advantage roll to steal an enemy's [Advantage].
470+
Carapace: The boss starts with [Super Armor]
471-
Absolute Determination: Once per session, if you would tie with any action, you may pay 1 FP to automatically get a three-shift success.
471+
Genki AF: The boss starts with [Anti-Venom]
472
Roll With It+: Once per exchange, you may automatically remove a single Negative Status Effect or an enemy [Advantage] you are affected by.
473-
Absolute Armor: Once/session, gain [Super Armor: 2] for the scene.
473+
474-
Absolute Function: Once/session, gain [Anti-Venom: 2] for the scene.
474+
475-
Absolute Evasion: Once/session, gain [Vanished: 2] for the scene.
475+
476-
Absolute Damage: Once/session, all enemies in a zone gain [Wounded 2: 2].
476+
Range++: When you succeed with style on an [Approach] Attack in [Situation], if you would choose to gain a boost, you may deal 3 damage to all enemies in the same Zone instead.
477-
Absolute Hindrance: Once/session, give a target in your zone [Dazed: 2]
477+
478-
Absolute Harm: Once/session, place (Choose on purchase: [Attack- All: 2], [Defense- All: 2], [Advantage- All: 2], [Overcome- All: 2], or an [Approach- All: 2] of your choice) in your zone.
478+
Turns Red: When you have taken more than half of your total Stress, gain a +1 to [Action]
479-
Absolute Outrage: Once/session, spend 1 FP.  You gain [Outrage: 4], [Fate Break: $TEXAS] and [Gloomy: $TEXAS].  These cannot be affected by any other Status Effects.  If [Outrage] is cleared, remove the other Status Effects.
479+
Turns Redder: When you have five Stress remaining, gain a +1 to all actions.  Does not stack with Turns Red.
480-
Absolute Misery: Once/session, your zone gains [Gloom All: 2].
480+
481-
Absolute Denial: Once/session, spend 1 FP to give a target in your zone [Shut Down: 2].
481+
Absolute Shutdown: Once per scene, pay half your FP to clear all enemy Situation Aspects in a zone.  All enemies in a zone gain [Gloomy].
482-
Absolute Despair: Once/session, place [Despair: 4] in a zone of your choice.
482+
Absolute Fuck You: Once per scene, pay half your FP.  All enemies in your zone gain [Dazed] and [Poisoned].
483-
Absolute Fate: Once/session, spend 1 FP to give a target in your zone [Fate Break: 2] for the scene.
483+
484-
Absolute Miasma: Once/session, place [Poison All: 4] in a zone of your choice.
484+
485-
NEW! Absolute Distraction: Once/session, place [Distract All: $TEXAS] in a zone of your choice.
485+
486-
NEW! Absolute Greed: Once/session, place [Haunted (You): 4] on a target in your zone.
486+
Alternatives to FP costs:
487
Despairing: When you use this Stunt, you gain the [Despair] Status Effect.
488
489
Overextension: Every time you use this Stunt, you generate a Boost for the enemy.
490
491
Ill Fated: Every time you use this Stunt, the GM gets a Fate Point.
492
493-
Absolute Chance: Once/scene, you may reroll any one failed [Approach] action for free.
493+
494
495-
EDITED Absolute Teamwork: Once per session, spend 1 FP and choose an ally in your zone. That ally can act on your exchange as if it were their own, even if they have already acted this turn.
495+
496
497-
EDITED Absolute Deduction: Once/scene, spend 1 FP and choose a target in any zone. You learn that target's High Concept, Trouble, highest Approach, current and maximum Stress and Stunts.
497+
498
499
Absolute Value: This Stunt can only be activated if your result is higher than your opponent's /before/ modifiers.  Passive Opposition is considered to have a result of 0 before modifiers.
500
501
Extra Effort: In order to activate this Stunt, you must pay 2 Stress.  You cannot activate this Stunt if you cannot pay the Stress cost.
502-
[XXX3e] Buffs
502+
503
SOS: In order to activate this Stunt, you must have at least 6 Stress.
504-
Sharpen Claws: As an action, give an ally in your zone [Damage Up: 2]
504+
505-
Harden Shell: As an action, give an ally in your zone [Armor Up: 2]
505+
Ally SOS: In order to activate this Stunt, an ally in your zone must have at least 6 Stress.