Okay, so now that you understand the basics, it's time to get into the really cool stuff. From kung-fu to magic spells to the Bonetti sword style, Stunts are where you get those tricks that make your character truly shine. The Fate SRD has this to say about stunts:  

A stunt is a special trait your character has that changes the way a skill works for you. Stunts indicate some special, privileged way a character uses a skill that is unique to whoever has that stunt, which is a pretty common trope in a lot of settings—special or elite training, exceptional talents, the mark of destiny, genetic alteration, innate coolness, and a myriad of other reasons all explain why some people get more out of their skills than others do.

Unlike skills, which are about the sort of things anyone can do in your campaign, stunts are about individual characters.

I figure that makes them pretty perfect for the 'cool powers' section of this here RPG venture, since Extras really seems to lock down the 'cool toys' portion.  The expanded description of each of the Skills offers a few of the Stunts associated with that skill, but not all stunts are created equal. This page is intended to address the former kind of Stunt, those tricks and flourishes normally associated with an individual's use of a skill.  For more esoteric uses, the Magic, Martial Arts, and Melee School Stunts are detailed on the next couple of pages. 



02. The Runelands Runewise Runewise