Physique Stunts

Endurance

Always Healthy/Strong Immune System

+2 to overcome rolls with Physique to resist disease.

Death Defiance

If you are taken out in a physical conflict, you may spend a fate point to concede instead. After you have collected fate points for conceding, you must spend a further amount of half of your fate points, rounded down. Coincidence conspires to keep you alive, and you pass from the view of the other combatants (such as by dropping off a cliff, apparently failing to escape from an exploding building, or the like). You may re-enter play in any subsequent scene in as dramatic a fashion as you see fit, explaining to everyone how you survived. You return with all of your physical stress cleared and a single additional consequence incurred to reflect the dangers you defied. (adapted from Spirit of the Century SRD, §6.11.2)

Desertborn

+2 to overcome or defend with Physique against heat and thirst. (Peter Blake)

Developed Immunities

(requires Toxin Exposure.) You gain a further +2 to overcome rolls with Physique to resist any poison you have previously encountered "on screen". (adapted from Spirit of the Century SRD, §6.11.2)

Large Lung Capacity

+2 to Physique to overcome or defend against suffocation or drowning. (Peter Blake)

Last Leg

You may spend fate points to keep standing. Any time you would suffer a consequence or be taken out by physical stress, you may spend a fate point to remain standing or otherwise defer a consequence for one more exchange, or until you take stress again, whichever comes first. Once the extra time you've bought is up, all the effects you have deferred come to bear at once. You may keep spending fate points each time the time limit expires until you run out. (This makes it possible for you to be taken out by a character who has already conceded or been taken out in the intervening time!) (adapted from Spirit of the Century SRD, §6.11.1)

Tireless

+2 to Physique when rolling to overcome or defend against exhaustion or sleep deprivation. (adapted from Spirit of the Century SRD, §6.11.1)

Toxin Exposure

+2 to overcome rolls with Physique to resist poisons. (adapted from Spirit of the Century SRD, §6.11.2)

Pushing and Shoving

Body Toss

(requires Wrestler.) You know how to apply your strength in a fight to take people off their feet. +2 to create advantages with Physique whenever you try to throw or push someone. (adapted from Spirit of the Century SRD, §6.19.2)

Domino Effect

When you succeed with style on an attempt to push over or trip an opponent, you may create an additional identical aspect on another weaker opponent in the same zone. Both aspects come with one free invocation. (“Weaker opponent” here means an opponent with a lower Physique than the one who defended against your action.) (Peter Blake)

The Drunken Shove

Your rude and artless push contains a greater power than seems possible. You gain +2 to use Physique to create an advantage on an opponent by knocking them off balance. (Fate System Toolkit, p.150)

Low Centre of Gravity

+2 to defend with Physique against attempts to trip or grapple you. (Peter Blake)

Scrum

You may roll Physique to push yourself and an opponent into an adjacent zone, provided there are no situation aspects impeding movement. Your opponent may defend with either Athletics or Physique. (Peter Blake)

Stress and Consequences

Face the Pain

(requires Feel the Burn.) You are able to lessen the effects of physical injury thanks to your incredible stamina. Once per scene, you may spend a fate point, and uncheck any one of your physical stress boxes. (adapted from Spirit of the Century SRD, §6.11.1)

Feel the Burn

You can push through incredible pain in order to reach your goal. You gain an additional mild consequence slot. This slot can only be used for physical harm. (adapted from Spirit of the Century SRD, §6.11.1)

Man of Iron

(requires Thick Skinned.) When you take physical stress, and the stress box with a value equal to the shift value of the hit is already checked, you may instead mark the next lowest value box that is unchecked. Very simply, this means that you don’t start picking up consequences unless someone hits you for more than your highest value box (difficult at best!) or all of your boxes are filled up. (adapted from Spirit of the Century SRD, §6.11.3)

One Hit to the Body

When you take physical stress, you may check off two stress boxes with a total value equal to or greater than the shift value of the hit. (adapted from Spirit of the Century SRD, §6.11.3)

Thick Skinned

(requires One Hit to the Body.) You gain one more physical stress box. (adapted from Spirit of the Century SRD, §6.11.3)

Tough as Nails

Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether. (Fate Core, p.119)

Wrestling

Grappler

+2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them. (Fate Core, p.119)

Hammerlock

(requires Wrestler.) Whenever you have hold of someone and they fail to overcome your hold, you deal 1 shift of physical stress to them. (adapted from Spirit of the Century SRD, §6.19.2)

Unbound/Clever Wrestling

You aren't easy to hold down. +2 to overcome with Physique whenever you are physically restrained in some fashion - for example by chains or a mob of people.

New Actions

Bounce Back

You may roll Physique instead of Lore when performing a physical recovery action on yourself. (adapted from Spirit of the Century SRD, §6.11.2)

Fling Foe

You may roll Physique to throw an enemy you have Picked Up into an adjacent zone. You must overcome any situation aspects that impede the enemy’s movement. (Peter Blake)

Heavy Object Swing

Sometimes pure strength can compensate pretty well for a lack of skill. You may use Physique instead of Fight whenever you use a heavy object as a melee weapon.

Heavy Object Throw

(requires Heavy Object Swing.) If you spin a weight fast enough, it can become airborne. You may use Physique instead of Shoot to attack targets one zone away with a heavy object.

Mighty Pull

You can use Physique to create advantages related to your ability to draw bows back further than most, granting extra force to the arrow or bolt. (Peter Blake)

Muscle Your Way Up

Climbing is basically like weightlifting, except you are the weight. You may use Physique in place of Athletics when climbing.

Piledriver

(requires Herculean Strength.) You may make attacks against inanimate targets using Physique instead of Fight. (adapted from Spirit of the Century SRD, §6.19.1)

Shield Sling

When armed with a shield, you may attack an opponent one zone away with Physique, but doing so places the aspect No Shield on you. (Peter Blake)

Take the Blow

You can use Physique to defend against Fight attacks made with fists or blunt instruments, though you always take 1 shift of stress on a tie. (Fate Core, p.119)

Toughness of Mind and Body

A guy as tough as you has no need to be afraid. You may use Physique instead of Will to defend against fear.

Unstoppable

(requires Herculean Strength and at least one other Physique stunt.) Once in motion, you are very difficult to stop due to your sheer muscular force. You may use Physique rather than Athletics to move between zones. (adapted from Spirit of the Century SRD, §6.19.1)

Wrestler/Power Over Finesse

Your unarmed attacks rely on brute strength rather than on technique. You may make such attacks against other humans with Physique rather than Fight.

Other

Bend Bars, Lift Gates

You may spend a fate point to automatically overcome a Physique obstacle, even if you’ve already rolled for it, provided you’re trying to accomplish something through brute strength. (Fate System Toolkit, p.41)

Charge Like Ox

Because you are Strong Like Ox, once per scene, as a single action, you may move two zones in a straight line then make a physical attack. (Fate System Toolkit, p.34)

Favored Enemy Tackle

Choose an organisation. You gain +2 to create advantage with Physique against members of that group. (Peter Blake)

Give As Good As I Get

Sometimes you have to do something crazy in order to win a fight. Once per conflict, when you take physical stress, you may choose to incur an additional physical consequence. In exchange, you may create a situation aspect on your opponent with a number of free invocations: two for a minor consequence, three for a moderate, four for a severe.

Herculean Strength

+2 to overcome or create advantage rolls with Physique that involve lifting great weights. (adapted from Spirit of the Century SRD, §6.19.1)

Hulking Rage

While you have the aspect Enraged on you, you gain +2 to overcome and create advantage with Physique. (Peter Blake)

None Shall Pass

+2 to defend with Physique against attempts to move past you. (Peter Blake)

Now You've Made Me Mad

(requires two other Endurance stunts.) Once per scene, after taking physical stress, you may spend a fate point to add the shift value of the attack (after any reduction by consequences) as a bonus to an action in the next exchange taken against the person who inflicted the stress. (adapted from Spirit of the Century SRD, §6.11.3)

Smashing Rage

While you have the aspect Enraged on you, you gain +2 to break inanimate objects with Physique. (Peter Blake)

Trample

Once per scene, when you succeed with style on a create advantage roll with Physique and place an aspect on an opponent, you may exchange one of your free invocations for a 2-shift hit on that opponent. (Peter Blake)

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