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Front Matter
In the Beginning
The Foundations
Covenant Roles
Attributes & Skills
Stunt Catalog
Trials & Tribulation
The Witness
A World of Covenant
Optional Rules
Appendices
SRD (CC BY-NC-ND 4.0)
Licensing Information
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Community Links
https://linktr.ee/openalmond
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Contact Us
📧 Email Us
https://wa.me/14708330715
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https://plaidinum.github.io/kofi.html
https://plaidinum.github.io/discord.html
Stunt Catalog
Prewritten edges: General, Skill, and Gift stunts
What Stunts Are
Stunts are precise, reliable edges: a narrow bonus, a special permission, or a rule tweak that fires under written conditions. This catalog contains all the stunts you need—pick from these lists; no homebrew required.
- Categories: General Stunts (any character may take), Skill Stunts (keyed to a specific core Skill), and Gift Stunts (keyed to a Role’s Gift Skill).
- Slots & Costs (reminder): You start with your Covenant Gift Stunt plus two free stunt slots. You may buy more stunts at –1 Refresh each (minimum Refresh 1).
How to Read Stunts
Every entry uses a single, clear sentence after the name. You’ll see two sentence styles:
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Classic sentence (default).
When/where/how it triggers, you get the effect (and any cost/limit).
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Aspect-expansion sentence (only when the stunt explicitly grows from a specific character Aspect).
Because I am [Aspect], I can [action/effect] [circumstance/limit].
If a stunt doesn’t call out a specific Aspect, it’s written in the classic style.
What You’ll See in These Stunts
Stunts in this catalog use a small set of well-tested levers:
- Narrow +2 bonus tied to a specific Action + circumstance.
- Reroll permission in a named situation.
- Permission / new approach (let a Skill attempt something normally barred by the fiction).
- Skill substitution (use X where rules normally require Y) under strict conditions.
- Outcome tweaks (e.g., tie → success at a minor cost; convert a Succeed with Style boost into an extra free invoke).
- Position/tempo shifts (zone slides, interpose, elective turn-order nudges) when the trigger hits.
- Costed effects that say “Spend 1 Grace…” to extend scope or ignore a penalty (often 1/scene or once/target).
- Track & meter hooks: interactions with Stress, Conditions, Conscience Stress (thresholds, relief, or tradeoffs), and the Covenant Stress Meter (scaling bonuses or special windows).
- Tradeoffs & limits: once/scene, once/target, first time each scene, caps/floors on results, or “reduce hit by 1 shift to gain a boost.”
Stacking & Tone
- Different stunts can apply together if all triggers are met; a stunt never stacks with itself on the same roll.
- Stunts don’t replace fiction: if the fiction doesn’t fit, the stunt doesn’t fire. Use the same calibration you use for Aspects.
Using This Catalog
- General Stunts come first, then Skill Stunts (grouped by Skill), then Gift Stunts (grouped by Role/Gift Skill).
- Each entry names its trigger, the Action and Skill it keys off (if relevant), the effect, and any Grace cost or frequency.
General Stunts
Endurance
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💨
Second Wind
When exhaustion or injury threatens to take you down, you find renewed strength. Once per session, you may recover from exhaustion or regain 2 stress boxes.
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⛓️
Unbreakable Will
Your resolve is as immovable as stone. You cannot be taken out unless you have a severe condition. Once per session, spend 1 Grace Point to remain standing with 1 stress box left and gain the aspect “Sheer Determination”.
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🛡️
Stalwart Defender
You brace yourself against any force. Once per scene, you may ignore the first shift of stress you would take from any source—whether physical, mental, or conscience.
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🪨
Battle-Hardened
Your experience allows you to shake off pain more effectively. Once per session, spend 1 Grace Point to immediately clear a mild condition.
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🏃
Tireless Pursuit
You can march, fight, and endure where others falter. You do not suffer penalties for lack of rest or prolonged activity unless it breaks narrative logic or exceeds human limits.
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Blessings
Skill Stunts
Gift Stunts
Diplomat
Healer
Hunter
Merchant
Scholar