Athletics Stunts

Balancing and Climbing

Acrobat

You are able to perform impressive acrobatic feats. No individual source of opposition related to balance can be used to justify opposition to your actions. (adapted from Spirit of the Century SRD, §6.5.1)

By My Hand, Set the World in Motion

Through a combination of speed, dexterity, and uncanny timing, you always have a path forward. In a static environment, this means that you are capable of crazy parkour-like movement to get almost anywhere that could be physically accessed. In a more fluid environment you are impossible to pin down or fence in, as you’ll always find the gap. (Fate System Toolkit, p.95)

Hardcore Parkour

+2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment. (Fate Core, p.98)

Human Spider

+2 to overcome or create advantage actions with Athletics on any climb. (adapted from Spirit of the Century SRD, §6.5.3)

Mountaineer

+2 to overcome with Athletics when faced with mountainous terrain. (Peter Blake)

Pole Balance

+2 to overcome or defend with Athletics when you need to balance and have a pole in hand. (Peter Blake)

Rigging Rat

+2 to overcome with Athletics when climbing on board a ship. (Peter Blake)

Sea Legs

Your Athletics skill works unimpeded by conditions like storms, water, or high seas while on board a ship. (Peter Blake)

Dodging

Acrobatic Dodge

+2 to overcome with Athletics when another character presents an obstacle to you moving between zones. (Peter Blake)

The Drunkard Stumbles

(requires Falling Drunkard.) You stagger and stumble without control, but your enemy always seems to miss you and strike a nearby obstacle, causing damage to themselves. When you dodge a blow with Athletics, your opponent takes one stress, or two stress if you succeed with style. (Fate System Toolkit, p.150)

Dazing Counter

When you succeed with style on a defend action against an opponent’s Fight roll, you automatically counter with some sort of nerve punch or stunning blow. You get to attach the Dazed situation aspect to your opponent with a free invoke, instead of just a boost. (Fate Core, p.98)

The Drunkard’s Stagger

You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)

Evasion

You have an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks.

The Falling Drunkard

(requires Drunkard’s Stagger.) When an enemy attacks, you lose your balance and fall to the ground, rolling back to your feet quickly, but your enemy now finds himself dangerously overextended. Roll Athletics to dodge. On a success, place a boost on your opponent such as Overextended or Off-Balance that anyone may use against him. On a success with style, place a second boost on your opponent. (Fate System Toolkit, p.150)

Favored Enemy Dodge

Choose an organisation. You gain +2 to defend with Athletics against members of that group. (Peter Blake)

Lightning Reflexes

+2 to defend with Athletics for the first exchange after you become aware of a threat. (Peter Blake)

Protector

You are an expert bodyguard. +2 to defend with Athletics whenever you pull someone out of harm's way at great personal risk to yourself.

Reading the Line of Fire

You can tell where the bullets will go before the trigger is pulled. +2 to Athletics when using it to dodge gunfire.

Redirect Attack

Once per scene, when you succeed with style on a defence roll with Athletics against Fight, you may force your opponent to attack another of your enemies in the same zone with the same attack roll. (Peter Blake)

Slippery

+2 when using Athletics to defend against or overcome knockbacks and pushes. (adapted from Spirit of the Century SRD, §6.5.1)

War Mount

You work together with your rider to defend yourselves. +2 to defend with Athletics while being ridden.

Falling

Safe Fall

(requires Acrobat.) You can skip effortlessly down sheer surfaces. Whenever you fail an Athletics roll and fall vertically near a solid surface, reduce the stress you take by 2. (adapted from Spirit of the Century SRD, §6.5.1)

Land On Your Feet

Like a cat, you are able to fall from great heights without excessive harm. When making an Athletics roll to resist falling damage, add +2 to the roll.

Jumping

Fight By Jumping

(requires Mighty Leap.) It is normally a very bad idea to jump up high while fighting, but you make it work. +2 to Athletics when creating a jump-based advantage in combat, but all aspects created this way disappear at the end of your next turn.

Long Jump

+2 to Athletics when jumping significant distances horizontally. (Peter Blake)

Mighty Leap/Spring-Heeled

Your leaping ability borders on the superhuman. +2 to overcome with Athletics whenever height is a major factor. (adapted from Spirit of the Century SRD, §6.5.3)

Out of Reach

(requires Fight By Jumping.) It isn't easy to hit a guy who's five feet above your head. When you create an aspect using Fight By Jumping, you may move into the zone above your current zone as a free action, provided there are no situation aspects restricting that movement.

Vault

+2 to overcome with Athletics when you have a long pole in hand and the obstacle is primarily height-based. (Peter Blake)

Sprinting

The Bastard Will Not Escape

Nobody gets away from you. +2 to overcome with Athletics when chasing someone on foot.

Fast as a Leopard

(requires Sprinter.) You are incredibly fast on your feet. +2 to create advantage or overcome actions with Athletics used to move multiple zones on the flat. (adapted from Spirit of the Century SRD, §6.5.2)

Faster than a Leopard

(requires Fast as a Leopard.) You are simply, astonishingly fast. When you move multiple zones in a straight line, you get an additional +2 to create advantage or overcome actions with Athletics. (adapted from Spirit of the Century SRD, §6.5.2)

Run Away!

Discretion is the better part of valour, at least for you. On a successful defence with Athletics, you may sacrifice your next action to immediately flee, making an overcome action with Athletics and using your total on the defence roll as your total on the overcome roll.

Sprinter/Highly Mobile

You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement. (Fate Core, p.98)

Squeezing

Contortionist

If you choose to spend an action moving from one zone to an adjacent one, your Athletics skill works unimpeded by conditions such as narrow openings, low ceilings, or other cramped conditions. (Peter Blake)

Escapologist

+2 to overcome actions with Athletics when escaping from bonds. (adapted from Spirit of the Century SRD, §6.5.1)

Swimming

One With the Water

+2 to defend or overcome with Athletics while swimming. (Peter Blake)

New Actions

Ball Toss

Throwing a basketball isn't very different from throwing a knife. You may use your Athletics skill in place of Shoot for thrown weapons.

Equestrian

You can use Athletics instead of Drive whenever you are riding a horse. (adapted from Spirit of the Century SRD, §6.5.3)

Graceful Silence

Your natural poise and grace enable you to pass quietly and undetected. You may use your Athletics skill in place of Stealth whenever silence alone would help you move undetected.

Marathon Training

You know how to conserve your energy when undergoing lengthy athletic activity. You may use Athletics instead of Physique during long-distance running, multi-day climbs, and the like. (adapted from Spirit of the Century SRD, §6.5.2)

Second-Story Girl

You can use Athletics in place of Burglary for all overcome actions, provided you don’t have to bypass a lock or interact with other security measures. (Fate Core, p.299)

Whirlwind Step

When you assume the stance of the whirlwind, roll Athletics against Fair (+2) opposition. If you succeed, you may run on vertical surfaces and leap unlikely distances without making rolls to do so, until your next turn ends. If you succeed with style, you may instead gain these benefits for the rest of the scene. (Fate System Toolkit, p.35)

Other

Catch

When defending against an attack with a thrown object, if you succeed with style, you may catch the item that was thrown at you and create a related aspect with a free invoke, instead of just a boost. Details such as your Physique skill and any relevant aspects may be used to determine whether a given object is something you could, practically speaking, catch. (adapted from Spirit of the Century SRD, §6.29.2)

Childhood Playground

You are remember the place you grew up in well, and you still find it easy to navigate its obstacles. Name and describe that place. You gain +2 to overcome with Athletics whenever you are in a similar environment.

Flanking Specialist

Once per scene, when you create the aspect Flanked or similar on an opponent, you gain one additional free invocation of the aspect. (Peter Blake)

Sportsman

Sports are your life. Pick a sport. You get a +2 to all Athletics rolls relating to that sport.

Surefooted

You suffer no increased difficulty to Athletics due to snowdrifts, loose soil, or shifting sand. (Peter Blake)

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