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Stunts.

Posted by ZagFor group 0
Zag
GM, 32 posts
Sat 20 Jun 2020
at 03:44
  • msg #1

Stunts

Stunts represent the special, often heroic, abilities of the character. The GM will decide how many stunts the character has available, though it is typically 5 for an experienced character.  Stunts are split into the same groupings – Physical, Social, Knowledge, Perception and Coordination – as skills.  This is just for convenience in locating the stunts that might be relevant to a character, since players will typically focus their character on one or two of those areas.

Feel free to suggest additional stunts that you think make sense for your character.  This is not a final and definitive list.

At least one stunt must be a skill synergy stunt.  You can have a second skill synergy stunt, but no more than that.
This message was last edited by the GM at 04:56, Thu 11 Feb 2021.
Zag
GM, 33 posts
Sat 20 Jun 2020
at 03:46
  • msg #2

Physical Stunts

Contortionist
Requirement: Athletics/Acrobatics 4+

Effect: Creates new available mobility options, plus.

You can fit into and through spaces and shapes that no normal human readily can. Normally, contorting tasks are impossible to attempt, or at best default to a (non-existent) Contortion skill rated at Mediocre. With this stunt, you can use your full Athletics/Acrobatics score instead, and have rationale to attempt feats of contortion that are simply unavailable to others.  (e.g. “I'll hide in this small barrel and they'll carry me right into the warehouse.”)

It also might provide the occasional free taggable aspect on some skill rolls, such as escaping from handcuffs or being tied up, or a Stealth/Staying out of sight roll where fitting into the hiding space would be a challenge.  (As a free-activation Stunt, if this is regularly coming up more than two times in a session, it is being abused.)
Zag
GM, 34 posts
Sat 20 Jun 2020
at 03:47
  • msg #3

Physical Stunts

Dexterous Combatant

Requirement: Athletics/Acrobatics 3+
Effect: +1 Defense vs. Melee Combat, +1 Alertness to establish attack order in melee combat
- OR -
Requirement: Athletics/Acrobatics 5+
Effect: +2 Defense vs. Melee Combat, +2 Alertness to establish attack order in melee combat

You are a slippery fellow (or chica), bobbing and weaving to make opponents miss. Your athleticism also helps you get in the first blow, when you want to.
This message was last edited by the GM at 03:47, Sat 20 June 2020.
Zag
GM, 35 posts
Sun 21 Jun 2020
at 05:52
  • msg #4

Physical Stunts

Equestrian

Requirement: None
Effect: Use Athletics/Acrobatics instead of Outdoorsman for all maneuvers when riding horses or other riding animals.
- OR -
Requirement: Athletics/Acrobatics 3+
Effect: +1 to Outdoorsman for all maneuvers when riding horses or other riding animals.
- OR -
Requirement: Athletics/Acrobatics 5+
Effect: +2 to Outdoorsman for all maneuvers when riding horses or other riding animals.

Although you may not have all the skills of a true Outdoorsman, you were brought up around riding animals and you are very comfortable riding them, limited only by your inherent athleticism.
Zag
GM, 36 posts
Sun 21 Jun 2020
at 05:53
  • msg #5

Physical Stunts

Hard to Draw a Bead on

Requirement: Stealth/Staying out of sight: 3+
Effect: +1 to Defense vs. Ranged Combat;
- OR -
Requirement: Stealth/Staying out of sight: 5+
Effect: +2 to Defense vs. Ranged Combat

Your natural stealthiness makes it difficult for someone to aim at you. You don't even think about it; you just naturally walk in the shadows and avoid places where you are highly visible.
Zag
GM, 37 posts
Sun 21 Jun 2020
at 05:54
  • msg #6

Physical Stunts

Marathon Training

Requirement: Athletics/Speed 3+
Effect: +1 to Endurance rolls for sustaining physical activity
- OR -
Requirement: Athletics/Speed 5+
Effect: +2 to Endurance rolls for sustaining physical activity

You know how to conserve your energy when undergoing lengthy athletic activity (protracted battles, long-distance running, multi-day climbs, etc). Note that this does not affect other Endurance rolls, such as holding your breath, nor does it affect your  Health Stress Track.

You should ask your GM before taking this stunt, whether or not it will really be used.  Some GM's like to track such things, and start to impose penalties for characters who fail an endurance roll after prolonged activity, and others who do not want the bother, and just assume that the prolonged activity will affect all actors, and therefore is a wash.
Zag
GM, 38 posts
Sun 21 Jun 2020
at 05:54
  • msg #7

Physical Stunts

Powerful Combatant

Requirement: Might 3+
Effect: +1 to Melee Combat
- OR -
Requirement: Might 5+
Effect: +2 to Melee Combat

You know how to put your extra strength into your melee attacks and to use your might to keep control of your opponent, reducing his options.
Zag
GM, 39 posts
Sun 21 Jun 2020
at 05:55
  • msg #8

Physical Stunts

Big and Scary

Requirement: Might 3+
Effect: +1 to Intimidation
- OR -
Requirement: Might 5+
Effect: +2 to Intimidation

You're big.  You're scary.  'Nuff said.
Zag
GM, 40 posts
Sun 21 Jun 2020
at 05:56
  • msg #9

Physical Stunts

Safe Fall

Requirement: Athletics/Acrobatics 4+

The character can skip effortlessly down sheer surfaces without harm, allowing him to safely fall great distances. When the character falls, but is near a solid surface, such as the wall of a shaft, or has sufficient other things like ropes to offset his fall, all falls are treated as two categories shorter (and may be reduced another step with Athletics as normal).
Zag
GM, 41 posts
Sun 21 Jun 2020
at 05:58
  • msg #10

Physical Stunts

Take Down

Requirement: Athletics (pre-specialized) 2+
Effect: Spend a FATE point after a successful Melee Combat/Unarmed to leave opponent on his butt

You know a technique for taking down an opponent and leaving him on his back.  Call it a leg sweep, a judo throw, a kung fu toss, or just a trip, but if the attack is successful by 3 or more shifts, then, by spending a FATE point, you may reduce the damage by 1 shift and take the opponent off his feet.

The opponent makes an additional roll using either Defense or his Athletics/Acrobatics skill, whichever is greater.  He then has a free taggable aspect of “on the ground” for a number of rounds from the table below.  This aspect can be freely tagged by anyone attacking him.

Opponent's Defense or Athletics/Acrobatics rollRounds “on the ground”
Superb (+5) or better0
Great (+4) or Good (+3)1
Fair (+2) or Average (+1)2
Mediocre (0) or worse3

Zag
GM, 42 posts
Sun 21 Jun 2020
at 05:59
  • msg #11

Physical Stunts

Black Belt

Requirement: Take Down, Athletics (pre-specialized) 4+
Effect: +1 to all Melee Combat, enhancement of Take Down.

You have achieved a high rank in some form of martial arts which enhances all forms of melee combat.  (This should show up in your back story.)  The Take Down maneuver does not reduce the damage of the attack that caused it, and can be done any time you have succeeded in the attack by 2 shifts or more.  (You do still have to spend the FATE point.)  Also, the rounds “on the ground” is increased by 1 unless the opponent's roll is Epic (+7) or better.

If you also have the Powerful Combatant stunt, you do not get the additional +1 to Melee Combat, but you do still get the enhanced Take Down effect.
This message was last edited by the GM at 01:07, Thu 04 Feb 2021.
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