Example free-form StuntsAnything Goes
- Your character suffers no complications for an awkward or improvised weapon – virtually anything can be a lethal weapon in his hands, as long as he can comfortably and casually lift it.
- The key here is that the weapon must be improvised – a chair, a priceless urn, a beer bottle. There’s also a catch: most improvised weaponry doesn’t often survive more than a few uses.
- However, your character should never need to spend a fate point in order to declare that an improvised weapon is close at hand, unless his surroundings have been deliberately prepared against this (such as a prison cell). When using the Weapons skill to throw objects at a target, this stunt means he often has an easy supply of ammunition at hand.
- You have an acute insight into the means and methods of conflict. You may use one Attack Skill (chosen when the stunt is taken) to study an opponent by engaging him and testing his defenses. You must do this as a full action during an exchange. Your target must defend against this action, which is essentially a maneuver, with an appropriate Defensive skill of your choice.
- If you succeed, you have gained insight to your target’s fighting techniques, and may place an aspect on the target, as with a successful maneuver. Whenever you tag this aspect, you gain an additional +1 to your roll, for a total of +3 instead of the normal tagging bonus of +2.
- You may take the stunt multiple times, each time applying it to a new Attack Skill.
- You are able to keep “the big picture” in mind when commanding men, which makes it easy to coordinate many different actions. The number of minion squads or named characters you may command is doubled.
- This pilot can squeeze his vehicle through places where it has no business fitting. Normally, a pilot can spend a fate point for a coincidence or declaration to assure that the vehicle has enough clearance space to fly through. Characters with this stunt never need to spend a fate point: if it could fit, it can. What’s more, if your character does spend a fate point, he can fit the plane in places it absolutely should not be able to. This stunt is also useful for landing vehicles in improbably tight quarters.
- It’s not that you’re a good liar – possibly far from it. It’s more that you have a skill at talking so fast, and not letting the other guy get a word in edgewise, that he doesn’t ever get the chance to figure out if you’re lying or not.
- With this stunt, so long as you can keep talking, you can cover up increasingly ludicrous lies. Start your fast-talk conversation with your target as a contest between your Rapport and their Resolve or Rapport. If you win, the conversation continues, and you repeat the roll on the next exchange. If you fail, no matter how poorly, you can spend a fate point to continue the conversation as if you had won.
- So long as you can keep talking uninterrupted and continue to spend fate points to defer any failures, your endless blathering will prevent your target from realizing quite what you’re doing. For the duration of the conversation, the difficulty of any perception (usually Alertness) checks by the target are based off your base Rapport skill, or your last successful roll, whichever value is higher.
- The target of this effort is by no means helpless – if they are attacked or otherwise disturbed they may respond normally, and they will respond to obvious stimuli (friends being attacked in their line of sight, fire alarms going off and such). However, the target is definitely distracted. When using this ability on multiple opponents at once, they each get to defend, and you take a -1 penalty for each opponent past the first.
- Of course, once you stop talking, it may be time for a quick exit.
- Your character has a talent for fighting dirty and is experienced in pulling all manner of tricks in order to get the upper hand on his opponents. By exploiting an opponent’s weakness, you are able to strike deep and true. Any time you tag an opponent’s aspect in a conflict, you get an additional +1 on the roll.
- The character is so aware of the social currents in a situation that he is able to see something of what’s coming before it arrives. At the beginning of any social conflict, before proceeding with the usual initiative order, the character may spend a fate point and attempt a quick read – looking for surface moods and other social cues – on any one target of his choosing, as a free action. He may then act normally on his turn as usual.
- The character may spend fate points to keep standing. Any time the character would be taken out by (or otherwise suffer a consequence from) an attack he may spend a fate point to remain standing or otherwise defer a Consequence or concession for one more exchange, or until he’s hit again, whatever comes first. Once the extra time he’s bought is up, all effects he has deferred come to bear at once. He may keep spending fate points in this fashion until he runs out, each time the time limit expires.
- This means that with a whole handful of fate points he might go on for three exchanges with no consequences or collapse impeding him, and then suddenly keel over, revealing Multiple Bruises and a Broken Rib and a few surplus consequences – which would suggest an immediate taken out result to be determined by his attacker, even if that attacker has been defeated in the intervening time!
- You may spend a fate point to go first in an exchange, regardless of your initiative. If multiple people with this stunt exercise this ability, they go in turn of their normal initiative, before those who don’t have the stunt get a chance to act. If the exchange has already started, and you have not yet acted, you may instead spend a fate point to act next, out of the usual turn order.
- This may only be done between character’s actions, and cannot be done as an interruption of any kind (so if you spend the fate point to do this while someone else is acting, you must wait until they’re done). Your character must not have acted yet in the exchange in order to use the ability in this way. If your character’s turn has passed, and you elected to hold your action, then there’s no need to activate this stunt; use the held action rules normally (page XX).
- That last bullet has a kind of magic to it. A character with this stunt may declare that they are on their last shot, and may make any single Firearms attack with a +3 bonus. This is the character’s last shot – its use means that there’s no more ammo, no holdout guns or the like. The only way the character is going to be able to use his Firearms skill in the scene is if they take an action acquiring a new weapon or ammunition, which may not always be possible.
- Your character has a topic or belief that is of particular importance to them. Choose one aspect to link to this stunt. Compels involving this aspect auto- matically start out at a point of escalation – you must either spend two fate points to avoid them, or gain two fate points if you accept them, right at the outset. If this aspect is ever changed or removed, link this stunt to another aspect.
- This allows a character to bring their weapon to their hand so fast it’s as if by magic. The character may draw their weapon or other attack gear (such as lockpicks in a security conflict or wrench in a repair conflict) as a free action; if someone is actively blocking such an action (see page XX), you may treat that block as if it had a value two steps lower.