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Obtaining

  • Each player's actor has 3 stunts by default
  • Additional stunts may be purchased at character creation or a milestone at a cost one point of refresh

Usage

  • A stunt can:
    • add a new action to a skill
    • add a bonus to action
    • create a rules exception
  • ...but only:
    • for a particular action
    • in a particular situation
    • once per conflict, scene, or session
    • after paying a Fate point
  • Examples:
    • Adding a new action
      • Backstab: use dexterity to attack creatures which don't know you're there
      • Intimidate: spend a Fate point to use charisma to defend against an attack
    • Adding a bonus:
      • Conceptualization Expert: add +2 to perception when trying to reconstruct a scene after the fact
      • Suppressing Fire: on a successful attack with a fully automatic weapon create +2 DC opposition to movement in that zone until your next turn
    • Creating a rules exception:
      • Riposte: when you succeed with style on a defense roll you may forego your boost to inflict a 2-shift hit on the attacker
      • Persistence: once per session you may reroll an overcome action without invoking an aspect or paying a Fate point

Balancing

  • A stunt should be limited in scope enough to feel special when used, but not enough that they never come up in play
    • A stunt should never effectively supplant a skill
    • Most stunts should limit both the action and situation to which they apply
    • A stunt you can't imagine being relevant in play is too limited