Post by mortambo on Jun 19, 2016 7:55:38 GMT -6
Normal Stunts
Here are a bunch of regular stunts that fit the theme and setting. You can, of course, make your own stunts as long as they are approved.
General Stunts
Nine Lives: Cats have nine lives, or so the legends say. When you are taken out of a physical conflict, you can give your opponent a fate point to concede instead. You don’t get any of the fate points you’d get for conceding normally.
I’m Not… Dead… Yet: If you’re taken out of a continuing conflict—or have conceded—but are still physically present, you can spend a fate point to take a single action. You can use this stunt even if you died, taking a last gasp at life. You can only use this stunt once per conflict.
Athletics
Leaper: You’re very good at jumping obstacles. +2 to Athletics when leaping onto or over things.
Death from Above: You can use Athletics instead of Fight when you jump to attack your foe from above.
Offensive Defense: Carefully positioning yourself, you make your opponents injure themselves as you dodge away. When you defend with Athletics and succeed with style, you can forgo your boost to deal two stress to your attacker.
Burglary
Cat Burglar: +2 to Burglary to move by rooftops, chimneys, or other high places.
Getaway Cat: You can use Burglary instead of Athletics when you’re fleeing pursuit with ill-gotten gains.
Invisible Pockets: You can carry one or two small items, up to the size of a chicken egg, without holding them in your mouth. Nobody is quite sure where you hide them or how you get them back, and you can’t make them reappear if you know anyone is watching.
Deceive
Ventriloquist: You’re good at throwing your voice. +2 to Deceive rolls to create advantages that make others think your voice is coming from a zone adjacent to your actual location.
Method Actor: No matter how unlikable you usually are, when you adopt a guise you ooze charisma. You can use Deceive instead of Rapport when you interact with someone under a false identity in a friendly way.
Lying to Myself: Your psyche is armored in a sheath of lies. Use Deceit rather than Will to determine your extra mental stress boxes.
Empathy
Psychopomp: You know when someone is ill or dying. +2 to Empathy when detecting an illness or injury, even if it’s hidden, and when determining whether a visible death, injury, or illness is feigned or real.
False Friend: You use your relationship with a target to deceive her. You can use Empathy instead of Deceive against someone when one of you has an aspect defining a positive relationship with the other.
I Feel Your Pain: Once per session, you can transfer someone’s mental consequence to yourself.
Fight
Pounce: You’re an expert at pouncing from concealment. +2 to your Fight roll when you make your first attack of a conflict from ambush.
Dangerous Moves: Your every movement telegraphs your martial prowess. You can use Fight instead of Provoke to intimidate.
Scrapper: You’re used to punching above your weight. Once per scene, after a successful attack against something larger than you on the scale ladder (page 20), you can spend a fate point. If you do, your target must absorb your attack with a mild or moderate consequence, if it has any remaining.
Investigate
Reconstruction: Unlike most cats, you’re great at working out what humans did and why. If they’ve left behind clues, +2 on Investigate rolls.
I’ve Already Won: If you’ve watched an opponent for a few minutes, you can plan where to strike them most effectively. You can use Investigate instead of Fight to attack that target in your next conflict with them.
We’re a Lot Alike: To put your foe off balance, you point out that the two of you are very similar. Roll Investigate opposed by their Will. If you succeed, each of you gains one of the other’s aspects until the end of the scene, and you get a free invoke on both. If you succeed with style, gain a second free invoke on one of those two aspects.
Lore
Literate: Unlike most cats, you can read written text. +2 to Lore when reading could help.
I’ve Seen Your Moves Before: You’re a student of feline movement, considered a formal expert by other cats. You can use Lore instead of Athletics when defending by moving your body.
Many Lives: You’ve lived in the same area through successive reincarnations. Once per session, without spending a fate point you can declare a story detail related to your home area’s history. For example, “Oh, sure there’s a hidden shaft that leads into the old mine. It was blocked up some 85 years ago, but there’s enough of a gap for bats to get through…”
Notice
Preternatural Awareness: Your sense of the other is particularly strong. +2 on rolls to notice invisible beings, astral travelers, and other subtle supernatural weirdness.
Look Before You Leap: You’re an expert at judging distances, gaps, and other leaping hazards. If you have an aspect related to having appraised an area, you can use Notice instead of Athletics when jumping.
Skittish: You’re so paranoid and nervous that you react very quickly to any perceived threat. Even if you’re ambushed, you always act first in a conflict.
Physique
Iron Constitution: +2 on Physique rolls to resist poisons and diseases.
Not Skin and Bones: You’re better padded than your average mouser. You can use Physique to defend against Fight attacks.
Size Advantage: If you’re attacking something smaller than you on the scale ladder and succeed with style, you can reduce your damage by one to create an advantage like Pinned rather than gaining a boost.
Provoke
Night Terror: You’re a much scarier cat by night than by day. +2 to Provoke rolls to induce fear at night.
Bravo Cat: You have a reputation in the neighborhood for being a bully. You can use Provoke rather than Territory to obtain information or favors from other cats in the region. Any cat you bully this way gains a situation aspect to reflect resentment.
Caaaaaaaat!: You’re an expert at jumping out and inspiring terror. Once per session, during a tense scene in which your victim can’t see you, use Provoke as a Weapon:2 mental attack, opposed by Will.
Rapport
Top Cat: +2 to Rapport when persuading cats who see you as a leader.
Totally Lovable: You’re so sweet and loveable that it’s almost impossible to lie to you. You can roll Rapport instead of Empathy to detect lies, except white lies.
Snazzy Cat: When you create an aspect related to your looks, like Well Groomed, you get an extra free invoke.
Stealth
Prowl: Your ability to move silently is legendary. +2 to Stealth when hearing is the most likely sense to give you away.
Stalk: You can use Stealth instead of Fight to launch your first attack during a conflict, if you’ve been stalking your prey from concealment.
Surprise!: Once per session, you can reveal your hidden presence in a scene you weren’t in. You immediately gain a boost called Surprise!, which only lasts for one exchange.
Territory
Mysterious: No matter when the crime took place, you weren’t there! +2 on Territory rolls to convince other animals to offer false alibis for you.
It’s Not What You Know: You never bothered to learn much—you’ve got others for that. You can use Territory instead of Lore to know stuff you heard from others.
Iron Grip: You’re good at holding on to your turf. You can never have more than two negative Territory situation aspects, regardless of your Territory rating.
Will
Insatiable Curiosity: +2 on Will rolls when opposing attempts to persuade or bully you out of satisfying your curiosity.
Stubborn: Once you’ve set your mind on something, you won’t be swayed. You can use Will to defend against Rapport.
Iron Will: You gain another mild mental consequence.
Here are a bunch of regular stunts that fit the theme and setting. You can, of course, make your own stunts as long as they are approved.
General Stunts
Nine Lives: Cats have nine lives, or so the legends say. When you are taken out of a physical conflict, you can give your opponent a fate point to concede instead. You don’t get any of the fate points you’d get for conceding normally.
I’m Not… Dead… Yet: If you’re taken out of a continuing conflict—or have conceded—but are still physically present, you can spend a fate point to take a single action. You can use this stunt even if you died, taking a last gasp at life. You can only use this stunt once per conflict.
Athletics
Leaper: You’re very good at jumping obstacles. +2 to Athletics when leaping onto or over things.
Death from Above: You can use Athletics instead of Fight when you jump to attack your foe from above.
Offensive Defense: Carefully positioning yourself, you make your opponents injure themselves as you dodge away. When you defend with Athletics and succeed with style, you can forgo your boost to deal two stress to your attacker.
Burglary
Cat Burglar: +2 to Burglary to move by rooftops, chimneys, or other high places.
Getaway Cat: You can use Burglary instead of Athletics when you’re fleeing pursuit with ill-gotten gains.
Invisible Pockets: You can carry one or two small items, up to the size of a chicken egg, without holding them in your mouth. Nobody is quite sure where you hide them or how you get them back, and you can’t make them reappear if you know anyone is watching.
Deceive
Ventriloquist: You’re good at throwing your voice. +2 to Deceive rolls to create advantages that make others think your voice is coming from a zone adjacent to your actual location.
Method Actor: No matter how unlikable you usually are, when you adopt a guise you ooze charisma. You can use Deceive instead of Rapport when you interact with someone under a false identity in a friendly way.
Lying to Myself: Your psyche is armored in a sheath of lies. Use Deceit rather than Will to determine your extra mental stress boxes.
Empathy
Psychopomp: You know when someone is ill or dying. +2 to Empathy when detecting an illness or injury, even if it’s hidden, and when determining whether a visible death, injury, or illness is feigned or real.
False Friend: You use your relationship with a target to deceive her. You can use Empathy instead of Deceive against someone when one of you has an aspect defining a positive relationship with the other.
I Feel Your Pain: Once per session, you can transfer someone’s mental consequence to yourself.
Fight
Pounce: You’re an expert at pouncing from concealment. +2 to your Fight roll when you make your first attack of a conflict from ambush.
Dangerous Moves: Your every movement telegraphs your martial prowess. You can use Fight instead of Provoke to intimidate.
Scrapper: You’re used to punching above your weight. Once per scene, after a successful attack against something larger than you on the scale ladder (page 20), you can spend a fate point. If you do, your target must absorb your attack with a mild or moderate consequence, if it has any remaining.
Investigate
Reconstruction: Unlike most cats, you’re great at working out what humans did and why. If they’ve left behind clues, +2 on Investigate rolls.
I’ve Already Won: If you’ve watched an opponent for a few minutes, you can plan where to strike them most effectively. You can use Investigate instead of Fight to attack that target in your next conflict with them.
We’re a Lot Alike: To put your foe off balance, you point out that the two of you are very similar. Roll Investigate opposed by their Will. If you succeed, each of you gains one of the other’s aspects until the end of the scene, and you get a free invoke on both. If you succeed with style, gain a second free invoke on one of those two aspects.
Lore
Literate: Unlike most cats, you can read written text. +2 to Lore when reading could help.
I’ve Seen Your Moves Before: You’re a student of feline movement, considered a formal expert by other cats. You can use Lore instead of Athletics when defending by moving your body.
Many Lives: You’ve lived in the same area through successive reincarnations. Once per session, without spending a fate point you can declare a story detail related to your home area’s history. For example, “Oh, sure there’s a hidden shaft that leads into the old mine. It was blocked up some 85 years ago, but there’s enough of a gap for bats to get through…”
Notice
Preternatural Awareness: Your sense of the other is particularly strong. +2 on rolls to notice invisible beings, astral travelers, and other subtle supernatural weirdness.
Look Before You Leap: You’re an expert at judging distances, gaps, and other leaping hazards. If you have an aspect related to having appraised an area, you can use Notice instead of Athletics when jumping.
Skittish: You’re so paranoid and nervous that you react very quickly to any perceived threat. Even if you’re ambushed, you always act first in a conflict.
Physique
Iron Constitution: +2 on Physique rolls to resist poisons and diseases.
Not Skin and Bones: You’re better padded than your average mouser. You can use Physique to defend against Fight attacks.
Size Advantage: If you’re attacking something smaller than you on the scale ladder and succeed with style, you can reduce your damage by one to create an advantage like Pinned rather than gaining a boost.
Provoke
Night Terror: You’re a much scarier cat by night than by day. +2 to Provoke rolls to induce fear at night.
Bravo Cat: You have a reputation in the neighborhood for being a bully. You can use Provoke rather than Territory to obtain information or favors from other cats in the region. Any cat you bully this way gains a situation aspect to reflect resentment.
Caaaaaaaat!: You’re an expert at jumping out and inspiring terror. Once per session, during a tense scene in which your victim can’t see you, use Provoke as a Weapon:2 mental attack, opposed by Will.
Rapport
Top Cat: +2 to Rapport when persuading cats who see you as a leader.
Totally Lovable: You’re so sweet and loveable that it’s almost impossible to lie to you. You can roll Rapport instead of Empathy to detect lies, except white lies.
Snazzy Cat: When you create an aspect related to your looks, like Well Groomed, you get an extra free invoke.
Stealth
Prowl: Your ability to move silently is legendary. +2 to Stealth when hearing is the most likely sense to give you away.
Stalk: You can use Stealth instead of Fight to launch your first attack during a conflict, if you’ve been stalking your prey from concealment.
Surprise!: Once per session, you can reveal your hidden presence in a scene you weren’t in. You immediately gain a boost called Surprise!, which only lasts for one exchange.
Territory
Mysterious: No matter when the crime took place, you weren’t there! +2 on Territory rolls to convince other animals to offer false alibis for you.
It’s Not What You Know: You never bothered to learn much—you’ve got others for that. You can use Territory instead of Lore to know stuff you heard from others.
Iron Grip: You’re good at holding on to your turf. You can never have more than two negative Territory situation aspects, regardless of your Territory rating.
Will
Insatiable Curiosity: +2 on Will rolls when opposing attempts to persuade or bully you out of satisfying your curiosity.
Stubborn: Once you’ve set your mind on something, you won’t be swayed. You can use Will to defend against Rapport.
Iron Will: You gain another mild mental consequence.