Trainers can buy these stunts and through appropriate amounts of time and training methods apply them to their mutoids. These stunts must be bought in order from top to bottom. Failure to enforce the mutoid to follow the schools restrictions and training regimen means it loses access to these stunts until the training can be reinforced. A trainer can apply these stunts to multiple mutoids at once.
Strength “Beast King”
Speed “Falling Star”
Comet:You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement.
Meteor: Whenever you’re engaged in any contest where speed is the primary factor (such as a chase or race of some kind) and you tie with your roll, it’s considered a success.
Falling Star: In any situation where initiative is a factor you automatically succeed and go first. You cannot choose to delay.
Pain Fuel: Every time you suffer a consequence in a conflict, you gain a free invocation on your Berserk aspect. You must have a Berserk aspect active for this stunt to work.
Frustration: Every time you spend a stress box in a conflict, you gain a free invocation on your Berserk aspect. You must have a Berserk aspect active for this stunt to work.
Berserk Spiral: Every time you are compelled through your Berserk aspect in a conflict, you gain a free invocation on your Berserk aspect. You must have a Berserk aspect active for this stunt to work.
Intensity “Power Surge"
Master of Energy: When using elemental attacks in a conflict, you can filter out unwanted targets from whole-zone attacks without penalty.
Burning Hot: Once per conflict, when you force an opponent to take a consequence, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
Power Surge: You may spend as many mental stress boxes as you wish to enhance elemental attacks.
Survival “Scrap Iron”
Shell: You can choose to ignore a mild or moderate consequence for the duration of the scene. It can’t be compelled against you or invoked by your enemies. At the end of the scene it comes back worse, though; if it was a mild consequence it becomes a moderate consequence, and if it was already moderate, it becomes severe.
Carapace: Once per conflict, at the cost of a fate point, you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether.
Scrap Iron: Once per conflict, at the cost of a fate point, you can ignore all stress directed at you until the end of your next turn.
Luck “Fate Favored”
Friendship “Unbreakable Bond”
Intelligence “Ambient Intelligence”
Discipline “Arts of Mars”
Unconquered “Patient Game”
Plunder “Feast of Plenty”