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Big List O' Stunts V1.61: Age of the Fall Edition

Mar 14th, 2018
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  1. FATE Stunt List
  2.  
  3. [XXX-1] Changelog:
  4. Added Serene Grace, Solid Rock, Sheer Force
  5. Added [Blinded]
  6. Changed [Vanished]
  7. Changed Skill+
  8. Changed X Approach
  9. Added No Heroes, No More Heroes, Deny Heroism
  10. Added Cripple Approach, Pressure Point
  11. Changed Hinder Approach
  12. Fixed rules text on Bleed With Me
  13. Clarified Signature Ally
  14. Changed Your Tears Sustain Me
  15. Added Wake-up Call, Human Shield
  16. Changed Reflect
  17. Changed Redirect
  18. Changed Riposte
  19. Changed Big Crunch
  20. Changed Suppression Fire
  21. Added Absolute Miasma
  22. Added Absolute Sure Hit
  23. Added Blind Spot, Sand Attack, Ninja Vanish
  24. Changed [Defense Break]
  25. Added [Poison All]
  26. Changed Gritty
  27. Changed Grittier
  28.  
  29. [XXX0] Legend:
  30. [Action] means one of the Four Actions in Fate: Attack, Defend, Create, Overcome.
  31. [Situation] means the narrative trigger for a Stunt.
  32. [Approach] means the Approach used for an Action.
  33. [Advantage] means a Situation Aspect made with a successful Create an Advantage action.
  34. [Negative Aspect] means an Aspect that hinders the target affected. Only that target's opponents can benefit from free Invokes on a [Negative Aspect].
  35. [Status Effect] A specific Situation Aspect granted by certain abilities. By default, they do not have free invokes and an Overcome difficulty of 2 to clear.
  36. [Unsoakable] Stress that can not be redirected, evaded or redirected in any way.
  37. Actively Overcome means making a contested Overcome action between two characters.
  38.  
  39. [XXX1a] Spending Points:
  40. <Things You Can Do With a Fate Point>
  41. * Add +2 to an action you take by invoking an aspect
  42. * Reroll an action you take by invoking an aspect
  43. * Give an ally a +2 to their action by invoking an aspect
  44. * Given an ally a reroll on their action by invoking an aspect
  45. * Add a single free invoke to an existing aspect
  46.  
  47. <Things You Can Do With a Boost>
  48. * Add +2 to an action you take before the end of your next exchange
  49. * Reroll an action you take before the end of your next exchange
  50. * Give an ally a +2 to their next action before the end of your next exchange
  51. * Give an ally a reroll on their next action before the end of your next exchange
  52. * Add a single free invoke to an existing aspect
  53.  
  54. <Things You Can Do With a Free Invoke on an Aspect>
  55. * Add +2 to an action you take *involving that aspect*
  56. * Reroll an action you take *involving that aspect*
  57. * Give an ally a +2 to their action *involving that aspect*
  58. * Give an ally a reroll to their action *involving that aspect*
  59. * Spend to activate certain Stunt abilities
  60. * Add +2 opposition *involving that aspect*
  61. * Increase the difficulty of clearing that aspect by +2
  62.  
  63. ---
  64.  
  65. [XXX2] Status Effects:
  66.  
  67. Status Effects are specific Situation Aspects created via Stunts or other situations. They provide a constant effect instead of providing invokes or compels.Invokes can be added, usually for the purpose of increasing the difficulty of removing the effect. All Status Effects have an Overcome difficulty of 2 by default. When placing a Status Effect, if the action is a Success with Style, the Overcome difficulty to remove the effect is 4 instead.
  68.  
  69. The boost from a success with style on an Attack action can be added to a Status Effect.
  70.  
  71. Friendly Reminder: Status Effects of the same name do not stack.
  72.  
  73. [XXX2a] <Positive Status Effects>
  74. [Attack Up] Single character gains +2 to Attack actions.
  75. [Attack All] All allies in zone gain +2 to Attack actions.
  76. [Defense Up] Single character gains +2 to Defend actions
  77. [Defend All] All allies in zone gain +2 to Defend actions.
  78. [Support Up] Single character gains +2 to Support Defense.
  79. [Support All] All allies in zone gain +2 to Support Defense.
  80. [Advantage Up] Single character gains +2 to Create an Advantage Actions.
  81. [Advantage All] All allies in zone gain +2 to Create an Advantage Actions.
  82. [Overcome Up] Single character gains +2 to Overcome actions.
  83. [Overcome All] All allies in zone gain +2 to Overcome actions.
  84. [Approach Up] Single character gains +2 to all actions with a single Approach.
  85. [Approach All] All allies in zone gain +2 to all actions with a single Approach.
  86.  
  87. [Cheerful] Single character gains +2 to their next action.
  88. [Inspired] All allies in zone gain +1 to all actions.
  89. [Awakened] Single character gains +2 to all actions.
  90.  
  91. [Armor Up] Single character negates an extra 2 stress when damaged.
  92. [Armor All] All allies in zone negate an extra 2 stress when damaged.
  93. [Damage Up] Single character deals an extra 2 stress when dealing damage.
  94. [Damage All] All allies in zone deal an extra 2 stress when dealing damage.
  95. [Invoke Up] Single character creates an extra invoke on a successful Create an Advantage action.
  96. [Invoke All] All allies in zone create an extra invoke on a successful Create an Advantage action.
  97.  
  98. [Hidden] Single character cannot be targeted by enemies. Ends when the character uses an Attack action.
  99. [Vanished] Single character cannot be targeted by enemies.
  100. [Blinded] Single character cannot target enemies.
  101. [Super Armor] Single character negates all stress from outside sources. Any character who takes the Attack action against a character with [Super Armor] gains a boost regardless of the result. This stacks with the boost from success with style.
  102. [Anti-Venom] Single character cannot be affected by Negative Status Effects from outside sources.
  103. [Invincible] Attack actions against single character automatically fail.
  104.  
  105.  
  106. [XXX2b] <Negative Status Effects>
  107. [Attack Down] Single character takes a -2 to Attack actions.
  108. [Attack- All] All enemies in zone take a -2 to Attack actions.
  109. [Attack Break] Single character cannot take Attack actions.
  110. [Defense Down] Single character takes a -2 to Defend actions.
  111. [Defense- All] All enemies in zone take a -2 to Defend actions.
  112. [Defense Break] Single character cannot take Defend actions. All attacks against them are made against a difficulty of 2.
  113. [Support Down] Single character takes a -2 to Support Defend.
  114. [Support- All] All enemies in zone take a -2 to Support Defend.
  115. [Support Break] Single character cannot Support Defend.
  116. [Advantage Down] Single character takes a -2 to Create an Advantage actions.
  117. [Advantage- All] All enemies in zone take a -2 to Create an Advantage actions.
  118. [Advantage Break] Single character cannot take Create an Advantage actions.
  119. [Overcome Down] Single character takes a -2 to Overcome actions.
  120. [Overcome- All] All enemies in zone take a -2 to their Overcome actions.
  121. [Overcome Break] Single character cannot take Overcome actions.
  122. [Approach Down] Single character takes a -2 to [Approach] actions.
  123. [Approach- All] All enemies in zone take a -2 to [Approach] actions.
  124. [Approach Break] Single character cannot make [Approach] actions.
  125.  
  126. [Fate Break] Single character cannot invoke Aspects or spend Fate Points.
  127. [Shut Down] Single character cannot use the affected Stunt.
  128.  
  129. [Ensnared] Single character cannot move or willingly change zones.
  130. [Poisoned] Single character takes 2 unsoakable stress at the end of their turn.
  131. [Poison All] All characters in zone take 2 unsoakable stress at the end of their turns.
  132.  
  133. [Distracted] Single character takes -2 to next action.
  134. [Despair] Single character takes -2 to all actions until they fail a roll.
  135. [Dazed] Single character takes -2 to all actions.
  136. [Dizzied] Single character skips their next turn, taking no actions. Cleared after the character's turn is skipped.
  137.  
  138. [Taunted] Single character can only take actions against the target character.
  139. [Scapegoat] Single character is affected by the next Attack or Negative Status affecting target character.
  140. [Gloomy] Single character cannot be affected by Positive Status Effects.
  141. [Awed] Single character cannot attack or move towards target character.
  142. [Awe All] All enemies cannot attack or move towards target character.
  143.  
  144. ---
  145.  
  146. [XXX3] STUNTS
  147.  
  148. <The How and Why of Stunts>
  149. Every Stunt acts essentially like a free, conditional Fate Point. From this, we derive the three FAE Stunt Types.
  150.  
  151. The Bonus: Gain a +2 to one of the four actions with a specific skill/approach in a specific situation.
  152. The Declaration: Once a session, you may declare your character has a useful item, contact, ally, or ability. You may instead say that you are anywhere (or in some cases anyone) you want to be in the current scene.
  153. The Rule Breaker: You may do something against the standard Fate rules.
  154.  
  155. <Classic Series Stunts>
  156. The Classic: +2 to [Action] with [Skill/Approach] in [Situation]
  157. Peerless Classic: +1 to [Action] in [Situation]
  158. Skill Classic: +1 to [Skill/Approach] in [Situation]
  159. Marvelous Classic: +2 to the result of a successful [Action] with [Approach] in [Situation]
  160.  
  161. Assist: Give someone else a +2 to [Action] with [Approach] in [Situation]
  162. Teamwork Assist: Give someone else +1 to [Skill/Approach] in [Situation]
  163. Peerless Assist: Give someone else a +1 to [Action] in [Situation]
  164. Marvelous Assist: Give someone else +2 to the result of a successful [Action] with [Approach] in [Situation]
  165.  
  166. Cheer: As an action, give an ally the [Cheerful] status.
  167.  
  168. <Status Effect Stunts>
  169. Hinder Attack: Make an [Approach] Attack action against a target in your zone. If you succeed, they gain [Attack Down] instead of taking stress.
  170. Hinder Defense: Make an [Approach] Attack action against a target in your zone. If you succeed, they gain [Defense Down] instead of taking stress.
  171. Hinder Advantage: Make an [Approach] Attack action against a target in your zone. If you succeed, they gain [Advantage Down] instead of taking stress.
  172. Hinder Overcome: Make an [Approach] Attack action against a target in your zone. If you succeed, they gain [Overcome Down] instead of taking stress.
  173. Hinder Approach: Make an [Approach] Attack action against a target in your zone. If you succeed, they gain [Approach Down] on an Approach of your choice instead of taking stress.
  174.  
  175. Cripple Attack: Make an [Approach] Create an Advantage action against a difficulty of 4. If you succeed, place [Attack- All] on your zone.
  176. Cripple Defense: Make an [Approach] Create an Advantage action against a difficulty of 4. If you succeed, place [Defense- All] on your zone.
  177. Cripple Advantage: Make an [Approach] Create an Advantage action against a difficulty of 4. If you succeed, place [Advantage- All] on your zone.
  178. Cripple Overcome: Make an [Approach] Create an Advantage action against a difficulty of 4. If you succeed, place [Overcome- All] on your zone.
  179. Cripple Approach: Make an [Approach] Create an Advantage action against a difficulty of 4. If you succeed, place [Approach- All] with an Approach of your choice on your zone.
  180.  
  181. Heckle: Make an opposed [Approach] Overcome action against a target in your zone. If you succeed, they gain [Distracted].
  182. Poison: Make an opposed [Approach] Overcome action against a target in your zone. If you succeed, they gain [Poisoned].
  183. Spook: Make an opposed [Approach] Overcome action against a target in your zone. If you succeed, they gain [Despair].
  184. Blind: make an opposed [Approach] Overcome action against a target in your zone. If you succeed, they gain [Blinded].
  185.  
  186. No Heroes: Make an opposed [Approach] Overcome action against a target in your zone. If you succeed, they gain [Support Down].
  187. No More Heroes: Make an [Approach] Create an Advantage action against a difficulty of 4. If you succeed, your zone gains [Support- All].
  188. Deny Heroism: Make an opposed [Approach] Overcome action against a target in your zone. If you succeed, they gain [Support Break].
  189.  
  190. <Declaration Type Stunts:>
  191. Right Place: Once/session, can be in any zone you want.
  192. Right Tool {New Handy Dandy}: Once/session, can have any one useful tool you want. It becomes a Situation Aspect with two free invokes.
  193. Right Time: Once/session, can show up at any point in a scene you're not in.
  194. Right People: Once/session, can say you know a helpful NPC. Come up with a Situation Aspect for them with two free invokes.
  195. Right Disguise: Once/session, you can replace yourself with one of the NPCs. You are [Hidden] until you reveal yourself. When you do, you lose [Hidden] and gain [Cheerful]
  196. Right Trick: Once/session, spend 1 FP to gain a Stunt for the session
  197. Windfall: Twice/session, create a relevant boost
  198.  
  199. <Support Defense Stunts:>
  200. A Friendly Reminder on Support Defense: A Support Defense is rolling to Defend in place of a target being attacked. You may Support Defend as many times as you wish so long as you fulfill two conditions: it has to be reasonable for you to interpose yourself between the attack and its target, and you have to suffer the effects of any failed rolls.
  201.  
  202. Classic Shield: +2 to Defend actions with [Approach], only when Support Defending.
  203. Support Defense+: When you Defend for an ally with [Approach], your result is automatically treated as [Approach]+1
  204. Shared Pain: Once per scene, choose an ally. Whenever that ally takes Stress from an outside source, they take half and you take the rest. The damage you take is unsoakable.
  205. Shield Ally: Once per exchange, when an ally in your Zone would take Stress from an outside source, you may take that Stress instead.
  206. Absolute Bodyguard: Once per exchange, when you Defend for an ally, you may pay 1 FP and automatically succeed on the Defense action
  207. Remote Opposition: Choose a Zone you can see and make a Create an Advantage action with [Approach]. If you succeed, you may Actively Oppose any one type of Action taken in the chosen Zone as long as [Advantage] is on the board, even if you are not currently in that Zone.
  208. Remote Defense: Choose a Zone you can see and make a Create an Advantage action with [Approach]. If you succeed, you may Support Defend for any ally in the chosen Zone as long as [Advantage] is on the board, even if you are not currently in that Zone.
  209.  
  210.  
  211. <Rule Breaking Stunts:>
  212. Since there are a lot of ways to break the rules, this is going to be the largest group.
  213.  
  214. Expansions*too lazy to revise*:
  215. Option Expansion: Use [Skill/Approach] to do an action it can't normally do.
  216. Stat Switch: May use [Skill/Approach A] instead of [Skill/Approach B] for [Action] in [Situation]
  217. Absolute Versatility: Spend a FP in order to use [Skill/Approach] for ANY other [Skill/Approach] for one roll or exchange.
  218.  
  219.  
  220. <Absolutes:>
  221. The Absolute Series represents breaking the rules by ensuring success in some specific regard.
  222.  
  223. Friendly Reminder: The unstoppable force vs. the immovable object. If two Absolute Skill or Absolute Victory series actions would conflict, advantage goes to the aggressor. The defender can spend another FP in order to raise the stakes. Once the stakes are raised, the aggressor can choose to call or fold. If they fold, the defender succeeds. If they call, the aggressor spends another FP and they succeed.
  224.  
  225. Friendly Reminder: Since the Absolute Skill and Strike series automatically grant success or success with style, any Stunt, Status Effect or ability that would change a character's roll modifier does not affect it.
  226.  
  227. Absolute Initiative: Once/session, you get to automatically go first in a conflict. If two characters in a conflict have Absolute Initiative, they roll off. Highest roll goes first.
  228.  
  229. <Absolute Skill Series:>
  230. Absolute Skill: Once per scene, spend 1 FP to auto succeed at an overcome action with [Skill/Approach].
  231. Absolute Accuracy: Once per scene, spend 1 FP to auto succeed at an Attack action.
  232. Absolute Trickery: Once per scene, spend 1 FP to auto succeed at a Create an Advantage action with [Skill/Approach].
  233. Absolute Theft: Once/scene, spend 1 FP to automatically succeed at a Create an Advantage roll to take control of an opponent's Situation Aspect
  234. Absolute Stalwart: Once per scene, spend 1 FP to auto succeed at a Defend action with [Skill/Approach].
  235.  
  236. <Absolute Victory Series:>
  237. Absolute Victory: Once/session, when you take the Overcome action, you may pay 1 FP to automatically succeed with style.
  238. Absolute Strike: Once/session, when you take the Attack action, you may pay 1 FP to automatically succeed with style. You deal [Approach] Unsoakable stress.
  239. Absolute Creation: Once/session, when you take the Create an Advantage action, you may pay 1 FP to automatically succeed with style
  240. Absolute Defense: Once/session, when you take the Defense action for yourself or an ally, you may pay 1 FP to automatically succeed with style.
  241. Absolute Effort: Once/session, you may pay 1 FP and add +4 to any one action.
  242.  
  243.  
  244. Absolute Teamwork: Once per scene, spend 1 FP to use any ally's [Skill/Approach] in place of your own for one exchange.
  245. Absolute Gameplan: Once per scene, spend 1 FP (and a few minutes of observation) to make a [Approach] roll. Each shift on this roll creates one boost for the scene or usable on the target of your observations. You may spend two boosts generated with this roll to create a Situation Aspect with one free invoke, or three boosts to create a Situation Aspect with two free invokes, instead.
  246. Absolute Deduction: Once/scene, spend 1 FP and make an [Approach] Overcome with the difficulty equal to the target's highest Approach. If you succeed, you learn that target's High Concept, Trouble, highest Approach and Stunts. If you succeed at cost or fail, they learn yours too.
  247.  
  248. Friendly Reminder: You may spend a boost to add a free invoke to an existing Situation Aspect or turn a standing boost into a Situation Aspect with one free invoke.
  249.  
  250.  
  251. Absolute Armor: Once/session, spend 1 FP to gain [Super Armor] for the scene.
  252. Absolute Function: Once/session, spend 1 FP to gain [Anti-Venom] for the scene.
  253. Absolute Evasion: Once/session, you may spend 1 FP to gain [Vanished] for the scene.
  254. Absolute Damage: Once/scene, spend 1 FP to deal 2 unsoakable stress to all enemies in a zone.
  255. Absolute Harm: Once/scene, spend 1 FP to place [Attack Down], [Defense Down], [Advantage Down], [Overcome Down], or an [Approach Down] of your choice on a target in your zone.
  256. Absolute Outrage: Once/session, spend 1 FP to deal 6 unsoakable stress to a single target. You are [Dizzied] and [Dazed].
  257. Absolute Misery: Once/session, spend 1 FP to give a target in your zone [Gloomy] for the scene.
  258. Absolute Denial: Once/session, spend 1 FP to give a target in your zone [Shut Down] for the scene.
  259. Absolute Despair: Once/session, spend 1 FP to give all targets in your zone [Despair] for the scene.
  260. Absolute Fate: Once/session, spend 1 FP to give a target in your zone [Fate Break] for the scene.
  261. Absolute Miasma: Once/session, spend 1 FP to place [Poison All] in a zone of your choice.
  262. Absolute Sure Hit: Once/session, spend 1 FP to treat the target of your next attack as if they had [Defense Break].
  263.  
  264. Absolute Advantage: When you reroll on an invoke, take the better result.
  265. Absolute Disadvantage: Once/session, when a target rerolls on an invoke, you may spend a FP to force them to take the worse result.
  266. Absolute Luck: Once/session for 1 FP, you may treat a single roll as if it were [++++]
  267. Absolute Unluck: Once/session for 1 FP, you may treat a single roll as if it were [----]
  268. Absolute Reliability: When you take [Action] with [Skill/Approach] in [Situation], any roll less than zero is treated as if you rolled 0000
  269.  
  270.  
  271. Enhancements:
  272. Action+: Choose one of the Four Actions. Once per exchange, when you invoke an aspect while performing that action, you may add +3 to the result instead.
  273. Approach+: Choose an Approach. Once per exchange, when you invoke an aspect while performing an action with that Approach, you may add +3 to the result instead.
  274. Assist+: Choose one of your Character Aspects. Once per exchange, when you invoke that aspect, you may add +3 to your or an ally's result.
  275. Setup+: When you succeed on an [Approach] Create an Advantage to make a Situation Aspect in [Situation], invoking this Situation Aspect grants +3 to a result instead.
  276.  
  277.  
  278. Disease+: All Negative Status Effects you make gain +2 to Overcome difficulty.
  279. Medicine+: All Positive Status Effects you make gain +2 to Overcome difficulty.
  280. Consequence+: If you succeed with style on an Attack action against a target with a Negative Status Effect, you may forgo the boost to deal 2 unsoakable stress to that target.
  281. Advantage+: If you succeed with style on an Attack action while you are under the effect of a Positive Status Effect, you may forgo the boost to deal an extra 2 unsoakable stress.
  282. Debuff+: When you succeed with style on placing a Negative Status Effect, you may deal 2 unsoakable stress to a single affected target.
  283. Buff+: When you succeed with style on placing a Positive Status Effect, you may heal 2 stress on a single affected target.
  284.  
  285.  
  286. Boost+: Once per exchange, when you would gain a Boost in [Situation], you may convert it to a full Aspect with one free Invoke instead.
  287. Range+: When you succeed with style on an [Approach] Attack in [Situation], if you would choose to gain a boost, you may deal 2 damage to another target in the same Zone instead.
  288. Move+: You may move two zones instead of one as your action.
  289. Success+: Once per scene, if you would tie with [Action] in [Situation], add 2 to your result.
  290.  
  291.  
  292. Defense+: Ignore 2 stress on a failed Defense roll
  293. Attack+: Do 2 extra stress on a successful Attack roll
  294. Aspect+: Add an extra invoke on a successful Create an Advantage roll
  295. Sharpen Claws: As an action, give an ally in your zone [Damage Up]
  296. Harden Shell: As an action, give an ally in your zone [Armor Up]
  297. Nasty Plot: As an action, give an ally in your zone [Invoke Up]
  298. Sheer Force: As an action, spend 1 FP to give your zone [Damage All]
  299. Serene Grace: As an action, spend 1 FP to give your zone [Invoke All]
  300. Solid Rock: As an action, spend 1 FP to give your zone [Armor All]
  301.  
  302. Invoke+: Once per exchange, place a free invoke on a pre-existing Aspect as an action.
  303. Protect+: You may take [Action] as well as the Full Defense action.
  304. Result+: Once per scene, when you succeed with [Action] in [Situation], add 2 the result. This does not activate if you succeed with style.
  305.  
  306.  
  307. <Buffs:>
  308. X Attack: As an action, give an ally in your zone [Attack Up]
  309. X Defend: As an action, give an ally in your zone [Defend Up]
  310. X Special: As an action, give an ally in your zone [Advantage Up]
  311. X Accuracy: As an action, give an ally in your zone [Overcome Up]
  312. X Approach: As an action, give an ally in your zone [Approach Up] with an Approach of your choice.
  313.  
  314. <Big Boi Buffs:>
  315. Force+: Make a Create an Advantage roll with [Approach] against a difficulty of 4. If you succeed, your zone gains [Attack All]
  316. Heart+: Make a Create an Advantage roll with [Approach] against a difficulty of 4. If you succeed, your zone gains [Defend All]
  317. Guile+: Make a Create an Advantage roll with [Approach] against a difficulty of 4. If you succeed, your zone gains [Advantage All]
  318. Spirit+: Make a Create an Advantage roll with [Approach] against a difficulty of 4. If you succeed, your zone gains [Overcome All]
  319.  
  320.  
  321. Character+: Make a Create an Advantage roll with [Approach] against a difficulty of 4. If you succeed, your zone gains [Inspired].
  322. Skill+: Make a Create an Advantage action with [Approach] against a difficulty of 4. If you succeed, your zone gains [Approach All] with an Approach of your choice.
  323.  
  324. <Special Attacking Stunts:>
  325. Burst Fire: Once/scene, you may make a special Attack with [Approach] against a number of targets in a Zone equal to that Approach. Deal 3 Stress to every target you succeed against, and 5 Stress to every target you succeed with style against.
  326. Suppression Fire: Choose a Zone and make an [Approach] Create an Advantage roll. If you succeed, that Zone gains [Poison All]. The Overcome difficulty is equal to [Approach].
  327. Momentum: When you make an [Approach] Attack in [Situation], if you succeed you get a boost. This stacks with the boost you would get from a success with style.
  328. Glancing Blow: If you tie on an [Approach] Attack, you still deal one Stress.
  329. Heavy Hitter: When you succeed with style on an [Approach] Attack, if you would choose to gain a boost, you gain a Situation Aspect with one free Invoke instead.
  330. Guard Crush: When you succeed at an [Approach] Attack, you may spend 1 FP and inflict [Defense Break].
  331. Dizzying Blow: When you succeed with style at an [Approach] Attack, you may spend 1 FP and inflict [Dizzied]
  332. Big Crunch: Once per session, spend 1 FP and make a special [Approach] Attack. If you succeed, deal half their remaining Stress in unsoakable damage. If you succeed with style, gain a boost as well.
  333. Venom Blade: When you succeed with style at an [Approach] Attack, you may forgo the boost and inflict [Poisoned] instead.
  334. Counterattack: Once/scene, on an exchange that isn't yours, you may immediately make an [Approach] Attack against a target in your zone.
  335. Your Tears Sustain Me: Once per scene, when you succeed with style at an [Approach] Attack, you may remove 2 Stress or a negative Status Effect instead of gaining a boost.
  336. Sand Attack: When you succeed with style at an [Approach] Attack, you may forgo the boost and inflict [Blinded] instead.
  337. Blind Spot: When you succeed with style at an [Approach] Attack, you may forgo the boost and gain [Hidden] instead.
  338.  
  339.  
  340. <Special Defensive Stunts:>
  341. Taunt: Make a special [Approach] Attack against an enemy. If you succeed, they gain [Taunted] with you as the target and take no stress.
  342. Scapegoat: Make a special [Approach] Attack against an enemy. If you succeed, they gain [Scapegoat] with you as the target and take no stress.
  343. Redirect: When you succeed with style on an [Approach] Defend action against an attack that only targets you, you may treat any one target in your zone other than the attacker as if they had [Scapegoat] for this attack instead of gaining a boost.
  344. Reflect: When you succeed with style on an [Approach] Defend action against an attack that only targets you, you may treat the attacker as if they had [Scapegoat] for this attack instead of gaining a boost.
  345. Human Shield: Once per scene, when you are the sole target of an attack, you may spend 1 FP and choose any ally in your zone to Support Defend you.
  346. Ninja Vanish: Make an [Approach] Create an Advantage action against a difficulty of 4. If you succeed, you gain [Hidden]. If you succeed with style, you gain [Vanished].
  347. Riposte: When you succeed with style on an [Approach] Defend action, you may deal 2 unsoakable Stress to your attacker instead of gaining a boost.
  348. Cross Counter: When you succeed at an [Approach] Defend action, you may spend 1 FP to deal Stress equal to your shifts to your attacker.
  349. Swordbreaker: When you succeed on an [Approach] Defend action, you may spend 1 FP to place [Attack Break] on your attacker.
  350. Dazing Counter: When you succeed on an [Approach] Defend action, you may spend 1 FP to place [Dazed] on your attacker.
  351. Don't Eat It: When you succeed on an [Approach] Defend action, you may spend 1 FP to place [Poisoned] on your attacker.
  352. Roll With It: Once/session, if you would fail to defend against a Negative Status Effect, you succeed instead.
  353. Parry: When you succeed on a Defend action with [Approach], you gain +1 on your next attack against the opponent that tried to hit you. If you succeed with style, gain +2.
  354. Reversal: When you tie or succeed on a Defend action with [Approach], your opponent takes one Stress.
  355. Bleed With Me: Once per exchange, when you take Stress from an Attack, you may choose to take an extra two Stress to place an [Advantage] on your opponent with one free invoke. You cannot use this stunt if the Stress would cause you to be Taken Out.
  356. Baited: When you succeed with style on a Defend action with [Approach], you may choose to place a Situation Aspect with one free invoke instead of gaining a boost.
  357. No-Sell: If you tie on an [Approach] Defense, your opponent does not gain a boost. This does not function with [Super Armor] or [Invincible].
  358. Pressure Point: When you succeed on a Defend action with [Approach], you may spend 1 FP to place [Approach Break] on the Approach they used with their Attack action.
  359. Wake-up Call: Once per scene, if you would succeed with style on an [Approach] Defense action, you may remove 2 Stress or a Negative Status Effect from yourself instead of gaining a boost.
  360.  
  361. <Healing Stunts:>
  362. Grit: Once per session, when you are SOS, you automatically heal 4 stress.
  363. Regen: As an action, spend 1 FP to remove 2 Stress or a Negative Status Effect from yourself
  364. Refresh: As an action, spend 1 FP to remove 2 Stress or a Negative Status Effect from an ally.
  365. Heal: Once per exchange, you may make an Overcome with [Approach] with a difficulty of +2. If you succeed, you may remove 2 Stress or a Negative Status Effect from yourself or an ally. If you succeed with style, you may remove 4 Stress instead.
  366. Destress: Once/session, spend 1 FP and remove up to six Stress from your Stress track.
  367. Rejuvenate: Once/session, spend 1 FP and remove up to six Stress from an ally's Stress track
  368. Pain Split: Once/session, you may heal half your current Stress and deal the amount you healed in unsoakable damage to a single target you are aware of. You may deal a maximum of 9 Stress this way.
  369. Shake it Off: When you take the Full Defense action, you gain [Anti-Venom] until the end of your next turn.
  370.  
  371. <Not Dying Stunts:>
  372. Last Breath: If you would be Taken Out, you may spend 1 FP to immediately take a turn before being removed from play. Your action this turn gains a +2.
  373. Focus Sash: Once per session, if you would be Taken Out, you survive with one stress box clear instead.
  374.  
  375. <Neg Ass Stunts:>
  376. Defer Peril: Once/session, when you are hit by an attack, you may negate up to four Stress taken in exchange for taking a Negative Aspect of [Imperiled] with one free Invoke. This Negative Aspect cannot be removed for the rest of the Scene. Once the Scene has passed, it can be removed with an Overcome against a difficulty of +4
  377. Impending Doom: Once/session, when you would be hit with an attack, you may negate up to six Stress taken in exchange for taking a Negative Aspect of [Doomed] with two free Invokes. While you are [Doomed], take a -1 to all actions. This Aspect cannot be removed for a session. Once a session has passed, removal requires an Overcome against a difficulty of +4, with the difficulty increasing by one for every free invoke remaining.
  378. Laugh at Peril: Once/session, you may take an action to gain one boost for every Negative Aspect you currently have.
  379.  
  380.  
  381. <Signatures:>
  382. Signature Aspect: Choose a Character Aspect. The first time you invoke it per scene is free.
  383. Signature Ally: You gain a Mook: a character with one Aspect, a single Approach equal to your highest Approach minus 2, and a 4 Stress bar. At the start of a scene, you may decide if your Signature Ally is with you. If it is not, you must spend an action to bring it into the scene. If your Signature Ally is Taken Out, you may not use it for the rest of the session.
  384. Signature Gear: Choose two Stunts from any group but Absolutes or Signature Mode. Gain the Situation Aspect [My Gear]; as long as [My Gear] is in play, you may use both Stunts at once. If [My Gear] is successfully compelled or Actively Overcome, you take [Shut Down], but only for this stunt.
  385. Signature Mode: Choose two Stunts from any group, other than Signature Gear or Signature Mode. At the start of the session, choose one to be your Active Stunt. You cannot use the other stunt chosen with Signature Mode unless you spend an action to make it your Active Stunt.
  386.  
  387. New Stunts:
  388.  
  389. Cynical Bonuses:
  390. True Grit: Once per exchange in [Situation], you may pay 2 Stress for a +2 to any one roll.
  391.  
  392. Stress Based Stunts:
  393. Friendly Note: All of these Stunts only trigger once per target per Scene, unless otherwise stated.
  394.  
  395. Hard Knocks: When an enemy deals Stress to you, you gain [Defense Up] until end of scene.
  396. Vengeance: When an enemy deals Stress to you, you gain [Attack Up] until the end of the scene.
  397. Rope-a-Dope: When someone deals Stress to you, you gain [Advantage Up] until the end of the scene.
  398. Unbowed: When someone deals Stress to you, you gain [Overcome Up] until the end of the scene.
  399.  
  400. Bully's Pride: When you deal Stress to an enemy, you gain [Defense Up] until the end of the scene.
  401. Bloodlust: When you deal Stress to an enemy, you gain [Attack Up] until the end of the scene.
  402. Discern Weakness: When you deal Stress to someone, you gain [Advantage Up] until the end of the scene.
  403. Swagger: When you deal Stress to someone, you gain [Overcome Up] until the end of the Scene.
  404.  
  405. Mama Bear: When someone deals Stress to an ally who is not you, you gain [Attack Up] until the end of the scene.
  406. Gallantry: When someone deals Stress to an ally who is not you, you gain [Support Up] until the end of the scene.
  407. Craven: When someone deals Stress to an ally who is not you, you gain [Defend Up] until the end of the scene.
  408. Smart Monkey: When someone deals Stress to an ally who is not you, you gain [Advantage Up] until the end of the scene.
  409. Anime Logic: When someone deals Stress to an ally who is not you, you gain [Overcome Up] until the end of the scene.
  410.  
  411.  
  412. Gang Up: When you deal Stress to a target, your zone gains [Attack All] until the end of your next turn.
  413. Please Help Me!: When you deal Stress to a target, your zone gains [Support All] until the end of your next turn.
  414. Early Warning: When you deal Stress to a target, your zone gains [Defend All] until the end of your next turn.
  415. Picador: When you deal Stress to a target, your zone gains [Advantage All] until the end of your next turn.
  416. Not So Tough: When you deal Stress to a target, your zone gains [Overcome All] until the end of your next turn.
  417.  
  418. Abnormal Survivor: SOS-[Awakened]
  419. Wounded Angel: SOS-[Inspired]
  420. Mother's Rage: Ally SOS-[Awakened]
  421. Last Stand: Ally SOS-[Inspired]
  422.  
  423.  
  424. Stress Status Stunts:
  425. Berserk Rage: When you deal at least two Stress to a target with a single physical attack, gain the [Berserk] Advantage with one free Invoke. Every time you deal at least two Stress to a target with a single physical attack while this Aspect is active, gain one free Invoke. You lose the [Berserk] Aspect if it has no more free Invokes, if it is Overcome at a +4 difficulty, or you do not deal Stress for two exchanges.
  426. Masochism: When you suffer at least two Stress from a single physical attack, gain the [Excited] Advantage with one free Invoke. Every time you take at least two Stress from a physical attack while that Aspect is active, gain one free Invoke. You lose the [Excited] Aspect if it has no more free Invokes, if it is Overcome at a +4 difficulty, or you do not take Stress for two exchanges.
  427. Death Blossom: As an action, you may deal 2 unsoakable Stress to yourself to gain the [Death Frenzy] Advantage with one free invoke. While this Aspect is active, you take 2 unsoakable Stress and gain one free invoke at the start of each turn, and may choose to take another 2 unsoakable stress to gain a second free invoke. This effect ends when you are Taken Out, or spend an action to dismiss the Advantage.
  428. White Ash: As an action, you may deal 2 unsoakable Stress to yourself to gain the [Awakened] Status Effect. At the end of each of your turns, take 2 unsoakable Stress. This effect ends when you cannot pay the cost or you take an action to remove [Awakened].
  429.  
  430. Movement Based Stunts:
  431. Charge!: Once per scene, as a single action, you may move two zones in a straight line then make a physical attack
  432. Retreat!: Once per scene, as a single action, you may make the Full Defense action, then move two zones in a straight line.
  433. Knockback: When you succeed with style on an Attack with [Skill/Approach], you may send your target back two Zones instead of gaining the Boost.
  434.  
  435. Friendly Reminder: Given the way movement works in HSRPG, these effects last until the end of your next turn.
  436. Mobile Target: +2 to [Skill/Approach] physical Defense when you have moved at least one Zone.
  437. Master Traceur: +2 to [Skill/Approach] Overcoming physical obstacles when you have moved at least one Zone.
  438. Bumrush: +2 to [Skill/Approach] physical Attacks when you have moved at least one Zone
  439. Artful Dodger: +2 to [Skill/Approach] physical Create an Advantage actions when you have moved at least one Zone.
  440.  
  441.  
  442.  
  443. Advanced Declaration Stunts:
  444. Connected: When you enter a new place or meet a new group of people, you may declare you know have a friend there and roll [Skill/Approach] against +2 opposition. If you succeed, that friend will do one thing for you, as long as it isn't costly or life threatening. If you succeed with style, they will do any one thing within their power for you. If you fail, you owe /them/ something.
  445.  
  446. Presence: Once per scene, make an opposed [Approach] Overcome in [Situation]. If you succeed, the target gains [Awed]. If you succeed with style, all targets with a lower [Approach] than the original target are affected with [Awe All]. If you fail, the target is [Taunted] instead.
  447.  
  448. Lock On: Once per scene, choose a target: you gain [Awakened] and [Taunted] against that target until you dismiss the effect with an action, you or the opponent get Taken Out. [Taunted] cannot be removed or prevented with [Anti-Venom] as long as this effect is active.
  449.  
  450. Mad Love: Once per scene, choose an ally: they gain [Awakened] and you gain [Attack Break] and [Advantage Break]. This effect lasts until you dismiss the effect with an action, you get Taken Out or the ally is Taken Out. [Attack Break] and [Advantage Break] cannot be removed or prevented with [Anti-Venom] as long as this effect is active.
  451.  
  452. Hyper Mode: Once per session, spend 1 FP: you gain [Awakened] for three turns. At the end of the three turns, remove [Awakened] and you are [Dizzied] and [Dazed].
  453.  
  454. Action Denial Stunts:
  455. Snare: Select a target up to one zone away and make a special [Approach] Attack. If you succeed, they gain [Ensnared] and take no stress. If you succeed with style, the difficulty to overcome [Ensnared] is +4 instead.
  456.  
  457. Restrict {Approach}: Choose {Approach} on purchase. Select a target up to one Zone away and make a special [Approach] Attack. If you succeed, they gain [{Approach} Break] and take no damage. If you succeed with style, the difficulty to Overcome [{Approach} Break] is +4 instead.
  458.  
  459. Deny {Action}: Choose {Action} on purchase. Select a target up to one Zone away and make a special [Approach] Attack. If you succeed, they gain [{Action} Break] and take no damage. If you succeed with style, the difficulty to Overcome [{Action} Break] is +4 instead.
  460.  
  461. Boss Only Stunts:
  462. Friendly Reminder: Please use these sparingly. Zero or one *total* for a miniboss, one or two *total* for a boss fight, three or four *total* for a final boss.
  463.  
  464. Gritty: Once per session, when the boss would be Taken Out, they survive with one stress box clear. They then heal 4 stress.
  465. Grittier: SOS-[Super Armor]. Stacks with Gritty.
  466.  
  467. Scale+: The boss is constantly under the effect of [Inspired], [Damage Up], [Armor Up], and [Invoke Up].
  468. Scale++: The boss is constantly under the effect of [Awakened], [Damage Up], [Armor Up], and [Invoke Up].
  469.  
  470. Carapace: The boss starts with [Super Armor]
  471. Genki AF: The boss starts with [Anti-Venom]
  472. Roll With It+: Once per exchange, you may automatically remove a single Negative Status Effect or an enemy [Advantage] you are affected by.
  473.  
  474. Action++: You get two turns per exchange.
  475. Action+++: You get three turns per exchange.
  476. Range++: When you succeed with style on an [Approach] Attack in [Situation], if you would choose to gain a boost, you may deal 3 damage to all enemies in the same Zone instead.
  477.  
  478. Turns Red: When you have taken more than half of your total Stress, gain a +1 to [Action]
  479. Turns Redder: When you have five Stress remaining, gain a +1 to all actions. Does not stack with Turns Red.
  480.  
  481. Absolute Shutdown: Once per scene, pay half your FP to clear all enemy Situation Aspects in a zone. All enemies in a zone gain [Gloomy].
  482. Absolute Fuck You: Once per scene, pay half your FP. All enemies in your zone gain [Dazed] and [Poisoned].
  483. Absolute Fuck You Too: Once per scene, gain [Invincible] until your next turn.
  484.  
  485.  
  486. Alternatives to FP costs:
  487. Despairing: When you use this Stunt, you gain the [Despair] Status Effect.
  488.  
  489. Overextension: Every time you use this Stunt, you generate a Boost for the enemy.
  490.  
  491. Ill Fated: Every time you use this Stunt, the GM gets a Fate Point.
  492.  
  493. Positive Contact: This Stunt only can be activated if your roll has more +s than your opposition. Only usable on active opposition.
  494.  
  495. Power of Negativity: This Stunt can only be activated if your opposition's roll has more -s than you do. Only usable on active opposition.
  496.  
  497. Zero/Over: This Stunt can only be activated if your roll has more 0s than your opposition. Only usable against active opposition.
  498.  
  499. Absolute Value: This Stunt can only be activated if your result is higher than your opponent's /before/ modifiers. Passive Opposition is considered to have a result of 0 before modifiers.
  500.  
  501. Extra Effort: In order to activate this Stunt, you must pay 2 Stress. You cannot activate this Stunt if you cannot pay the Stress cost.
  502.  
  503. SOS: In order to activate this Stunt, you must have at least 6 Stress.
  504.  
  505. Ally SOS: In order to activate this Stunt, an ally in your zone must have at least 6 Stress.
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