Your Refresh Level determines your starting pool of Fate Points. Players usually regain fate points between sessions when a refresh occurs. The amount of fate points a player gets at a refresh is called his refresh rate and is equal to their number of Aspects – the number of Stunts the character has. When a refresh occurs, players bring their number of fate points up to their refresh rate. If they have more, their total does not change.
Stunts are divided into several Categories, each of which provide a broad method for you create a specific stunt for your character.Companion
- Upon purchasing this stunt, you receive a basic Companion:
- Average (+1) quality, 2 stress boxes, requires a Fate point to act alone, and while they are attached they provide +1 group bonus to their leader in the skills they know, and the leader may substitute their skill level in place of his own if it’s higher. Each time you take a stunt again, you may either create a new Companion/set of minions, or you may add 3 Advances to your existing ones (as per the Close Contacts stunt).
- See Companions
- Your allies may use one of your skills instead of their own (or may use it as a different skill, depending on the stunt definition), at a maximum level of (peak -1, usually Good (+3)) in a certain circumstance: Directed Fire: Use your Tactics for Firearms, when in the same zone; Wingman: Use your Rapport instead of their own, when in the same zone; Backseat Driver: Use your Pilot instead of their own, when in the same vehicle.
- These stunts provide your character with the ability to invent devices, of varying designs and degrees of complexity.
- The character has a personal device based on an existing piece of gear (with a maximum cost of Good (+3)), with three improvements. You must define at least the basic nature of the device, and one or two of the improvements, at the time you take this stunt. You may take this stunt several times, either for several personal devices, or to provide additional improvements to the same device. See Device Design for detailed device design rules.
- These stunts provide your character with an upgraded piece of property to serve as headquarters, laboratory, etc.
- The character may use one skill in place of another, in a specific context. Examples—Bribery: Use Resources for Contacting, in a place where corruption is probable; [name]: Use Weapons for Alertness, for determining conflict initiative; Con Man: Use Deceit for Empathy to “read” another’s emotions.
- Alternately, the character may use one skill in a way it is usually disallowed in conflicts – using an Attack Skill as a Defensive Skill, or a Move Skill as an Attack Skill, etc. Examples: Shot on the Run: Use Firearms as a Defensive Skill in a Physical conflict; Theory into Practice: Use Science as an Attack Skill in a repair conflict.
- Alternately, the character may use one skill in place of another, in all contexts – but with a cap of 2 levels below their peak skill (default Fair (+2)). Examples: It’s Just a Car Without Wheels: Use Pilot for Engineering; Wrestler: Use Vigor for Unarmed; Respected Academic: Use Academics for Rapport.
- The character gains a +2 bonus to a skill in a specific context. Examples: Unbound: +2 bonus to Vigor to free themselves from bonds; Focused Senses: +2 bonus to Investigation using one, and only one, of the five senses; Infuriate: +2 bonus to Intimidation to get someone angry; Brickbreaker: +2 to Unarmed against an inanimate target. This can also be used to decrease time needed to perform a lengthy action, trading shifts for steps on the time table at a one-for-one rate.
- The character may adjust their stress tracks in some advantageous way.
- Resilient: The character may take an additional Minor Consequence, allowing for a total of four Consequences.
- Lucky: The character uses the Consequence progression 2/3/4 instead of the usual 1/2/4. This applies to Consequences mitigating hits to any stress track.
- Extra Stress Box: The character adds one box to either of their stress tracks (Health or Composure) permanently.
- Skill Substitution: The character changes what skill determines one of their stress tracks. Examples: Mean-Spirited: Use Intimidation instead of Resolve to determine the length of their Composure track; Martial Arts Training: Use Unarmed instead of Vigor to determine the length of their Health track.
- Unyielding: Any time the character takes health stress (any one hit), they may spend a fate point to instead take a 2-point, 1 Damage hit of composure stress (filling boxes 1 & 2 by default, but subject to roll-up). Alternatively, they may reverse this, being capable of transforming composure stress into health stress.
- [name] (requires one other stunt from the “Stress Track” category): When the character takes a hit which would roll up, he may instead choose to fill in any number of lower stress boxes that total the value of the hit. Thus, if the character took a 4 point hit, but the 4th box was already filled, he could either roll up to the 5th box, or he could check off the 1st and 3rd box.
- Roll Down (requires one other stunt from the “Stress Track” category): The character’s stress rolls down rather than up. Whenever the character takes a hit which would fill a box that has already been checked off, they check off the next lower box that has not been checked off. If no lower boxes are available, hits roll up as normal.
- The character may ignore up to 2 shifts of penalty due to poor conditions, on a specific skill. Examples: Hatpin Maestro: Ignore penalties for improvised equipment using Security; One Hand on the Wheel: Ignore the supplementary action penalty for acting while Driving a vehicle; Army of One: Groups of enemies do not gain a bonus for advantage of numbers when in conflict with this character; Walking Library: May use Academics without a physical library to search; Ready For Anything: When an attack or move other action fails, the opponent cannot gain spin.
- The player may create a new stunt that does not follow the rules of the other stunt categories, breaking a rule of the game in some small and specific way. The stunt must be of comparable power, and the GM has the final say on disallowing a stunt or modifying it (making it less powerful, making it cost 2 or 3 stunt slots, or requiring another stunt as a prerequisite, for example).
Click the link for examples