Stunts & Extras
Skills say what everyone can do. Stunts say what only you can do. Full rules in @Missing file.
Stunts
A stunt bends the rules in your favor in one of three shapes:
- A bonus: +2 to one skill in a specific circumstance — @Missing file turns Stealth into an attack against the unaware.
- A new action: use a skill in a way it normally can't be used — Friends Everywhere makes Contacts work in places with no contacts.
- A rule exception: break a small rule outright — @Missing file simply hands you an extra physical stress box.
Your first three stunts are free; each one past three costs 1 Refresh, and the sheet recomputes your Refresh the moment you link one. Twelve ready-made stunts live in the Stunts folder — read three and you'll know the register: narrow, flavorful, and worth wanting. When you take a stunt whose bonus is circumstantial, the circumstance prints right on your sheet next to the skill it feeds, so nobody has to remember it at the table.
Extras
An extra is anything on your sheet that's more than a line of gear: a vehicle, a crew, a signet, a strange gift. Each is a file with three honest paragraphs: permissions (what justifies having it — usually an aspect), costs (what it charges you, in refresh or in trouble), and its rules text. Rook holds @Missing file, a boat that is technically Brea's; Adeline carries a @Missing file she is no longer entitled to wear, and commands the loyalty of @Missing file. Notice the pattern: every one of these is as much a hook as a resource. The best extras cost nothing in refresh because they pay their way in complications.
What they do to your sheet
Stunts and extras plug straight into the sheet's arithmetic — skill bonuses appear against the right skill with their circumstance labeled, extra stress boxes appear on the track, extra consequence slots open up. If you write your own (the Builder Manual covers how), the sheet treats it exactly like the originals.