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Fate Stunts

Flexible Stunts

In Fate Core, stunts are tied explicitly to skills. What if you want your stunts to be skill-agnostic, or tied to multiple skills, or tied to something else entirely different, like an aspect or piece of gear or a stress track? (Fate System Toolkit, p.34)
Aspected Stunts
For stunts which are tied to aspects, you might view some of their effects as narrowly defined free invocations. Other aspected ###### stunts might require an invocation, as Ally’s Shield does, but give something extra or particularly unusual when the aspect is invoked. Such effects should be more potent than a “vanilla” invocation. You could even design a stunt that triggers under particular kinds of compels —just be careful you don’t end up neutering the downside with the resulting benefit. (Fate System Toolkit, p.34)

Triggered Effects

When you use this stunt mechanic, you create stunts that trigger under a specific narrative condition, require a skill roll, and have a specific effect as a result. Stunts like this are a great way to encourage players to do the kinds of things you want to see them do in the game, as those stunts directly reward doing those things. (Fate System Toolkit, p.35)

Broad Stunts

If you’re looking for more variety in your stunts than a +2 or its equivalent, consider the idea of a broad stunt that offers a +1 to two or three things. These could be three different actions within the same skill, or could branch across multiple related skills. If you’re going to allow broad stunts like this, watch out for the overlaps in stunt combinations: you don’t want two broad stunts giving the net effect of three +2s for the price of only two stunts. (Fate System Toolkit, p.35)

Combined Stunts

If you want to offer particularly potent stunts, consider bundling the benefit of multiple stunts together to produce a single big effect. For example, you could create a stunt that provides a monstrous 4-shift effect —that’s a combination of two stunts, and as such would cost two refresh. (You may recognize this as the method used for constructing the supernatural powers in The Dresden Files RPG.) This kind of focused benefit can throw a game out of whack quickly, though. Consider limiting access to such “super-stunts,” either in quantity—e.g., “everyone only gets one double-stunt”—or in selection and permission—“only these stunts are available to werewolves.” (Fate System Toolkit, p.35)
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