Stunts

Stunts


Stunts are how you spend refresh. For starters, you can look at Building Stunts on the Fate SRD. All the skills there already have example stunts also. A few are listed under Magic already. We’ll list new stunts below. Don’t be afraid to get a little fantastic with them – but don’t overdo it. A monk may want to take a stunt allowing him to spend a Fate point to make his fist a Weapon:2, for example, but he couldn’t take one that lets him jump 50 feet through the air.

General Stunts

Stunt Name Cost Permissions Description
Keep at a Distance 1 Gain +2 to fight checks to create an advantage or overcome by keeping something (or someone) at a distance away from you.

Kata

Kata are fighting postures and movements that have evolved over the centuries, and are reinforced through constant repetition during training.

Stunt Name Cost Permissions Description
Strength in Arms Style 1 When wielding a Bulk 3+ weapon, you may use Physique Skill instead of your Fight Skill for attack rolls.
Veiled Menace Style 1 Once per scene you may use your Stealth Skill as a defense against a Physical Attack.

Kiho

Somewhere between the spells of a shugenja and the martial techniques practiced by bushi, the strange elemental abilities known as Kiho are almost exclusively the province of Sekai’s monastic orders, who are poorly understood by virtually everyone else. Note: Kiho are normally restricted to monks

Stunt Name Cost Permissions Description
Air Fist 1 Perhaps the most basic of all Kiho, Air Fist allows a monk to channel the energy of the wind and lend its speed to his strikes. Whenever the player rolls initiative, he can spend a fate point to gain +2 to his roll.

Ancestors

Stunt Name Cost Permissions Description

Stunts

Shadows of Fate saethone saethone