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fate:stunts [2012/12/17 19:48]
galacticcmdr [Adding a New Action to a Skill]
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-====== Stunts ====== 
-//See Also: [[Stunts (list)]], [[Power Stunts]], [[Racial Stunts]]// 
  
-A stunt is a special trait your character has that changes the way a skill works for you. Stunts indicate some special, privileged way a character uses a skill that is unique to whoever has that stunt, which is a pretty common trope in a lot of settings - special or elite training, exceptional talents, the mark of destiny, genetic alteration, innate coolness, and a myriad of other reasons all explain why some people get more out of their skills than others do. 
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-Unlike skills, which are about the sort of things anyone can do in Miranda, stunts are about individual characters. For that reason, there is a section below about how to make your own stunts, but the section in //See Also// have some commonly selected stunts. 
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-Having stunts in your game allows you to differentiate characters that have the same skills one another. 
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-You can also use this to set apart a certain set of abilities as belonging to a dedicated few, if that's something your setting needs. For example, in a contemporary setting, you might feel that there shouldn'​t be a base skill that allows just anyone to have medical training. (Unless, of course, it’s a game about doctors.) However, as a stunt for another, more general knowledge skill (like Lore), you can have one character be "the doctor"​ if that’s what the player wants. 
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-===== Stunts and Refresh ===== 
-Taking a new stunt reduces your character’s refresh rate by one. 
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-===== Building Stunts ===== 
-In Fate, we allow players to take stunts during character creation, or leave open the option to take stunts during play. There are a number of example stunts listed under each skill entry below. These are not a hard and fast list; rather, they’re there to show you how to create your own (though you can certainly lift directly from the book if you'd like to). 
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-We also have a definitive list of all the things that stunts can potentially do, to help you when you’re coming up with them for your game. When in doubt, look at the listed stunts for guidance, as well as those the example characters have. 
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-==== Adding 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. 
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-Here are some new action stunts: 
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-  * **Backstab:​** You can use Stealth to make physical attacks, provided your target isn't already aware of your presence. 
-  * **The Fight in the Dog:** You can use Intimidation to enter the kinds of contests that you’d normally need Physique for, whenever your ability to psych your opponent out with the force of your presence alone would be a factor. 
-  * **You’re Never Safe:** You can use Burglary to make mental attacks and create advantages against a target, by staging a heist in such a way as to shatter their confidence in their security. 
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-==== Adding a Bonus to an Action ==== 
-Another use for a stunt is to give a skill to get 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 or actions. 
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-The usual bonus is +2 to the skill total. However, if you want, you can also express the bonus gives as two shifts of additional effect after the roll succeeds, if that makes more sense. Remember, higher shifts on a roll allows your action to be more effective in certain ways. 
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-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. 
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-Here are some examples of adding a bonus to an action: 
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-  * **Arcane Expert:** Gain a +2 bonus to create an advantage using Lore, whenever the situation has specifically to do with the supernatural or occult. 
-  * **Lead in the Air:** You really like emptying clips. Any time you’re using a fully automatic weapon and you succeed at a Shooting attack, you automatically create a Fair (+2) opposition against sprint actions in that zone until your next turn, because of all the lead in the air. 
-  * **Child of the Court:** Gain a +2 bonus to any attempt to overcome obstacles with Rapport, when you’re at an aristocratic function, such as a royal ball. 
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-==== Creating 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. 
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-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. 
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-Here are some stunts that create rules exceptions: 
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-  * **Ritualist:​** Use Lore in place of another skill during a challenge, allowing you to use Lore twice in the same challenge. 
-  * **Hogtie:** When you use Crafts to create a Hogtied (or similar) advantage on someone, you can always actively oppose any overcome rolls to escape the hogtie, even if you’re not there. That’s how good your hogties are. 
-  * **Riposte:​** If you succeed with style on a Fighting defense, you can choose to inflict a 2-shift hit rather than take a boost. 
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-{{tag>​fate rules stunts}}