Stunts

On Earth and Gaea alike, people sometimes develop unusual tricks or qualities that *don't quite fit* with the normal progressions of those realities. Classes, Arts, Traits Racial, Personal, and Sexual, Feats and common Skills, and even Mythic Power... these don't quite cover it. Sometimes a person who otherwise has no magical talent or training figures out a spell or power. Sometimes they learn part of an Aptitude due to natural talent and a lack of training needed to cultivate it. Other times they pick up oddball talents, like learning how to pin a target in place by their clothes with a thrown weapon, how to effectively vault from a mount on the run, or just develop a natural resilience that builds on their existing Class Features. Such capabilities are known as Stunts.

Everyone in Gaea, and perhaps surprisingly on Earth as well, knows a Stunt... and most know many more, representing a steady progression of their abilities distinct from those provided by their Class or their Arts.

## In the World

Having Stunts is unremarkable in Gaea, though the individual Stunts themselves often *are* seen that way. They're usually something that a person is proud of, having cultivated it through practice or managed to accomplish once or twice (particularly in the case of Earthlings). Stunts tend to be far more reliable on Gaea, largely due to the ease with which Mana flows there and its ability to passively bolster physical and mental performance.

## Stunts in Character Creation

Characters know one Stunt per Class Level, plus one additional one at 1st Level. This 1st Level bonus Stunt is afforded to all Creatures (even if they don't have a Class at all) and isn't repeated should they gain a new Class.

Stunts are drawn from a variety of sources. These include:

* Skill Tricks from Complete Scoundrel.
* Weapon Tricks from Kobold Press (even though it's 5th Edition).
* Psychic Skills (Aptitudes) from the Psychic's Handbook by Green Ronin.
* Cantrips, Talents, Orisons, Knacks, and Basics
* Individual levels of Skill Unlocks (as opposed to the full Unlock of a given Skill)
* Spells, Powers, Shadow-Magic Mysteries, Vestige Seals, Soul Melds, Veils, and other abilities that they could gain with Everyday Magic.
* Animal Tricks (where applicable).
* Stunts from the Tome of Secrets.
* Aura Powers.
* Traits (including Sex Traits).

In order to gain any of these Stunts a character must meet certain qualifications for them.

For Skill Tricks, one must have the listed Ranks in the required Skills.

For Weapon Tricks, one must be proficient in one or more qualifying weapons.

For Psychic Skills, the character must attach the listed effect of the Psychic Skill to an approved normal Skill (usually Autohypnosis, Perception, or Spellcraft, though other options may be available at the GM's discretion).

Cantrips, Orisons, Talents, Knacks, and Basics generally have no prerequisites and follow the normal rules of Everyday Magic.

For Skill Unlocks, the character must have enough "Ranks" in the desired Skill to meet the threshold for that level of Unlock after accounting for their Ability Modifiers and any other permanent enhancements to the Skill (such as Feats), as well as any earlier levels of that Skill's Unlocks.

For the various magical abilities, such as Spells and Powers, the character must know how to use those abilities. For Vestiges, Veils, and Soulmelds, this may require a Feat first.

Animal Tricks require either a pet or the ability to shapeshift into animal form.

Stunts from the Tome of Secrets require training in the linked Skill.

Aura Powers have no real requirements, but only progress at a rate of 1/2 an Enhancement Bonus (equivalent to a Minor Enchantment on a magic item or an Ioun Stone or Augment Crystal with a GP Value of 500 or less).

Traits can be bought freely so long as the character would reasonably have or have developed them and they don't contradict existing Traits.

**A Character may normally have one Stunt per Class Level.**

The Feat **Stunt Double** allows a Character to immediately gain two new Stunts as a one-time benefit and may be taken repeatedly.