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Shai
Shai
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Location : Philadelphia, PA, USA
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Fate Core Stunts Repository Empty Fate Core Stunts Repository

Mon Oct 28, 2019 3:04 pm
While there are a lot of official stunts in the Stunts chapter of Spirit of the Century and scattered throughout the FATE Core book, it is the general practice of FATE Core to have the players create their own stunts. Until you really get the hang of FATE Core mechanics, this can be a challenge. One way to help players get the hang of it is to expose them to as many Stunts as possible so they can see what's appropriate or balanced and what isn't, or to give them ideas they can glom for their own stunts. Because the Stunts aren't in one place in the FATE Core book, it's hard to compare and contrast them, since that involves a lot of flipping of pages. So I offer this thread as a one-stop-shopping experience for Stunts. If you've ever created your own Stunt, or seen one you like floating on the internet, you can add it to the repository.

I'll start us off with the official FATE Core stunt rubrics and list of Stunts from the Evil Hat wiki:

Stunt Rubrics
Add a New Action to a Skill

The most basic option for a stunt is to allow a skill to do something that it normally can’t do. It adds a new action onto the base skill in certain situations, for those with this stunt. This new action can be one that’s available to another skill (allowing one skill to swap for another under certain circumstances), or one that’s not available to any skill. (Fate Core, p.89)

Add a Bonus to an Action

Another use for a stunt is to give a skill an automatic bonus under a particular, very narrow circumstance, effectively letting a character specialize in something. The circumstance should be narrower than what the normal action allows, and only apply to one particular action or pair of actions.
The usual bonus is +2 to the skill total. However, if you want, you can also express the bonus as two shifts of additional effect after the roll succeeds, if that makes more sense. Remember, higher shifts on a roll allow your action to be more effective in certain ways.
You can also use this to establish any effect worth two shifts as an additional benefit of succeeding at the skill roll. This might be Fair (+2) passive opposition, the equivalent of a 2-point hit, a mild consequence, or an advantage that takes Fair (+2) opposition to remove. (Fate Core, p.90)

Create a Rules Exception

Finally, a stunt can allow a skill to make a single exception, in a narrow circumstance, for any other game rule that doesn’t precisely fit into the category of an action. The Challenges, Contests, and Conflicts chapter is full of different little rules about the circumstances under which a skill can be used and what happens when you use them. Stunts can break those, allowing your character to stretch the boundaries of the possible.
The only limit to this is that a stunt can’t change any of the basic rules for aspects in terms of invoking, compelling, and the fate point economy. Those always remain the same. (Fate Core, p.91)

Other Rubrics
Flexible Stunts

In Fate Core, stunts are tied explicitly to skills. What if you want your stunts to be skill-agnostic, or tied to multiple skills, or tied to something else entirely different, like an aspect or piece of gear or a stress track? (Fate System Toolkit, p.34)

Aspected Stunts

For stunts which are tied to aspects, you might view some of their effects as narrowly defined free invocations. Other aspected stunts might require an invocation, as Ally’s Shield does, but give something extra or particularly unusual when the aspect is invoked. Such effects should be more potent than a “vanilla” invocation. You could even design a stunt that triggers under particular kinds of compels —just be careful you don’t end up neutering the downside with the resulting benefit. (Fate System Toolkit, p.34)

Triggered Effects

When you use this stunt mechanic, you create stunts that trigger under a specific narrative condition, require a skill roll, and have a specific effect as a result. Stunts like this are a great way to encourage players to do the kinds of things you want to see them do in the game, as those stunts directly reward doing those things. (Fate System Toolkit, p.35)

Broad Stunts

If you’re looking for more variety in your stunts than a +2 or its equivalent, consider the idea of a broad stunt that offers a +1 to two or three things. These could be three different actions within the same skill, or could branch across multiple related skills. If you’re going to allow broad stunts like this, watch out for the overlaps in stunt combinations: you don’t want two broad stunts giving the net effect of three +2s for the price of only two stunts. (Fate System Toolkit, p.35)

Combined Stunts

If you want to offer particularly potent stunts, consider bundling the benefit of multiple stunts together to produce a single big effect. For example, you could create a stunt that provides a monstrous 4-shift effect —that’s a combination of two stunts, and as such would cost two refresh. (You may recognize this as the method used for constructing the supernatural powers in The Dresden Files RPG.) This kind of focused benefit can throw a game out of whack quickly, though. Consider limiting access to such “super-stunts,” either in quantity—e.g., “everyone only gets one double-stunt”—or in selection and permission—“only these stunts are available to werewolves.” (Fate System Toolkit, p.35)
Shai
Shai
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Posts : 14
Join date : 2019-10-28
Location : Philadelphia, PA, USA
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Fate Core Stunts Repository Empty Re: Fate Core Stunts Repository

Mon Oct 28, 2019 3:08 pm
Robert Hanz came up with this Stunt on the the FATE Core Google Community page:

It's a Trap! Once per scene, Admiral Akbar can prevent the invocation of an aspect representing a pre-planned advantage. This does not Overcome or negate the aspect in any way - merely cancels out an invocation of it (including free invocations).

Andrew Reyes shared the following Stunts on the Google Plus FATE Community in his FATE write-up of Star Wars character Mungo Baobab:

•Because I've Had enough training to fail at it , once per session I can use The Force for a single scene.
•Because I've Been lots of places , I gain a +2 bonus when I Cleverly create an advantage involving experience with a specific planetary location.
•Because I Used to have a lightsaber , I gain a +2 bonus to Quickly defend against melee weapon attacks.

Mike Lindsey created these stunts for a Supers game, specifically, his Power Girl and Silver Surfer stat blocks for FATE Core:

Super Strength (3): Power Girl may sub Physique for Fight when Attacking unarmed; she also gains +4 to Overcome obstacles using her Physique skill.
Invulnerability (2): Power Girl is largely immune to stress taken from environmental aspects up to and including the vacuum of space; she may also ignore any stress taken from mundane physical attacks (guns, knives, etc.). Exotic sources of danger with aspect permissions to impact greater-than-human opposition can bypass this stunt.
Heat Vision: Power Girl gains +2 to Attack with Shoot when firing heat rays from her eyes.
Super Senses (2): Power Girl has an extended sense of hearing and sight, granting her +2 to Overcome via Notice using these two senses. She also has x-ray vision, which overcomes all barriers to sight save those made of lead.
Flight/Super-speed: Power Girl can fly and otherwise move at supersonic speeds. She is +2 to Create an Advantage using Athletics where these abilities can be of use.
Super-Breath: As long as she has access to air, Power Girl can use her Physique skill to create an environmental advantage with the wind or cold description within her regular line of sight.
Tech Savvy: Power Girl is skilled with technology. She is +2 to Lore when dealing with technological or computer based obstacles.

The Power Cosmic: As a former Herald of Galactus, the Surfer is imbued with the Power Cosmic, granting him access to the following Extras:
Super-Strength (3): The Surfer is +4 to Physique when Overcoming obstacles using physical strength; he may also sub Physique for Fight when Attacking unarmed.
Invulnerability (2): To protect him in the starways, Galactus granted Silver Surfer limited immunity from harm. In addition to granting him immunity against the rigors of space, his silvered skin protects him from taking physical stress from mundane sources (this source of opposition is just off the table).
Energy Projection: +2 to Attack using Shoot when generating blasts of cosmic energy absorbed from the stars.
Energy Sympathy: His Power Cosmic aspect grants him great sensitivity to energy; gain +2 to Overcome via Notice when an energy signature is involved.
Matter Manipulation: The surfer can manipulate the structure of un-living matter, although transmutation is beyond him. He is considered to always have the necessary ‘tools’ needed when using his Crafts skill.
Cosmic Surfboard: The Silver Surfer is bound to his Cosmic Surfboard- it is truly a part of him, and it is the platform by which he navigates through the universe. Sub Athletics for Drive when piloting this device.

Here are some stunts designed by Bruce Anderson on the Yahoo!Group for his Serpentmen:

Poison Bite - On a successful bite attack, pay a fate point to cause an immediate Moderate Consequence (Poisoned)

Armor of Fear - Use Provoke to defend against Fight attacks but only until the first wound in a fight

U.N. Owen, also on the Yahoo!Group, posted this stunt tree:

One Weapon, Two Blows: When making a Fight attack against multiple foes, the characters gets a +2 bonus to the total roll before dividing the result.

Peony Blossom Attack: When making a Fight attack against multiple foes, the character now gets a +4 bonus to the total roll before dividing the result (Requires: One Weapon, Two Blows).

Invincible Fury of the Dawn: When making a Fight attack against multiple foes, the character may simply roll Fight and apply the result equally to all present foes in the zone. However, they do not receive the above bonuses to the roll (Requires: One Weapon, Two Blows and Peony Blossom Attack).

Blogspotter Charles McEachern is doing a series of posts entitled "Twelve Days of Aragorn" in which he goes about trying to build the iconic character from Tolkien's legendarium in various gaming systems. His most recent post (at the time of my writing this) is a version of Aragorn in Fate Core, which can be found http://cookingwithcharles.blogspot.com/2014/02/twelve-days-of-aragorn-fate-core.html.

Here are the Stunts he created for Aragorn:

Brave Warrior: Aragorn can roll Fight instead of Will to defend against or overcome the effects of fear.

Kingly Leader: Aragorn can roll Contacts instead of Rapport to create an advantage related to inspiring troops before battle.

Survivalist: Aragorn gains +2 to Lore for the purposes of geography and plant identification in the wild.

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