Difference between revisions of "Stunts (Fate)"
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==Special Training== | ==Special Training== | ||
==Astral Forgery== | |||
Leave false astral signatures and present a false astral projection. | |||
===Blood Magic=== | ===Blood Magic=== |
Revision as of 05:52, 18 July 2015
Cyberware
Bone Lacing
Gain an additional physical consequence.
Dermal Plating
Gain an additional physical stress box.
Wired Reflexes
Act first in all physical conflicts. If multiple parties have improved reflexes, compare Notice skills as usual.
Magic
Magic access may only be selected at character creation.
Adept
Adept powers can be taken. May not be combined with other magic permissions.
Conjurer
The Conjuring skill can be used to summon, bind, and banish spirits. The character can astrally perceive. If the character also has the Enchanter and Sorcer stunts, the character can astrally project.
Enchanter
The Enchanting skill can be used to perform ritual magic. The character can astrally perceive.
Sorcerer
The Sorcery skill can be used to cast spells and to counterspell. The character can astrally perceive.
Technomancer
The Resonance skill can be used to magically interface with computer systems by touch as if using a wired deck. May not be combined with other magic permissions.
Metatype
A metatype may only be selected at character creation and at most one may be purchased.
Non-human metatypes may face prejudice in the sixth world, which metahuman characters may use to their benefit or face difficulties from. Including the character's metatype in an aspect may be used to encourage the use of this in roleplay: a character that, for example, identifies with the popular image of the troll heavy, or alternatively one that specifically rejects that, might lean into that image when attempting to intimidate.
Dwarf
Dwarves possess an additional physical consequence, thermographic vision, and are immune to mundane diseases and poisons.
Elf
Elves possess an additional mental stress box and low-light vision.
Ork
Orks possess an additional physical stress box and low-light vision.
Troll
Costs 2 Refresh to purchase.
Trolls possess an additional physical stress box, an additional physical consequence, thermographic vision, gain +1 to all Fighting checks, and -1 to all Stealth checks.
Special Training
Astral Forgery
Leave false astral signatures and present a false astral projection.
Blood Magic
Divert mental stress from spellcasting into physical stress for yourself or a helpless victim.
Mental Fortitude
Gain an additional mental consequence.
Mental Resistance
Gain an additional mental stress box.