Stunts

This will be the official stunts list for the campaign, and in it’s current incarnation it is hardly comprehensive – so please discuss in the forums if you feel it needs something added or if something here is redundant.


Note: The Stunts listed here are primarily Skill-based. See The Force wiki page for Force-related Stunts, How do I Play an Alien? for species-related stunts and the Lightsaber Fighting Forms page for Lightsaber-related Stunts.


  • Acrobatic Gain a + 2 bonus to Athletics checks to overcome scene aspects or other obstacles preventing you from moving between zones.
  • Alien Species Stunts See How do I Play an Alien?
  • Always a Way Out Gain a + 2 bonus on Burglary rolls made to create an advantage whenever you’re trying to escape from a location.
  • Ambush You can use Deceive to make physical attacks, provided your target isn’t already aware of your presence.
  • Armor of Fear You can use Provoke to defend against Fight attacks, but only until the first time you’re dealt stress in a conflict. You can make your opponents hesitate to attack, but when someone shows them that you’re only human your advantage disappears.
  • Artist The items you create have artistic as well as practical value. Gain a + 2 bonus to create advantage actions when creating a work of art.
  • Attention to Detail You can use Investigate instead of Empathy to defend against Deceive attempts. What others discover through gut reactions and intuition, you learn through careful observation of micro expressions.
  • Backup Weapon Whenever someone’s about to hit you with a Disarmed situation aspect or something similar, spend a fate point to declare you have a backup weapon. Instead of a situation aspect, your opponent gets a boost, representing the momentary distraction you suffer having to switch.
  • Best Foot Forward Twice per session, you may upgrade a boost you receive with Rapport into a full situation aspect with a free invocation.
  • Better than New! Whenever you succeed with style on an overcome action to repair a piece of machinery, you can immediately give it a new situation aspect (with a free invoke) reflecting the improvements you’ve made, instead of just a boost.
  • Body Language Reader You can use Notice in place of Empathy to learn the aspects of a target through observation.
  • Bounty Hunter Gain a +2 bonus to Investigate rolls made to track a fugitive planetside.
  • Called Shot During a Blast attack, spend a fate point and declare a specific condition you want to inflict on a target, like Shot in the Hand. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress.
  • Collateral Damage: Use Mechanics to make attack actions against opponents, as long as there are devices and structures in the area that you can use to cause damage, like power conduits that could be ruptured, power plant exhaust ports that could be opened, gears that could be thrown.
  • Confidante Gain a + 2 bonus to all Empathy rolls made to help others recover from social and mental consequences.
  • Consular Gain a + 2 bonus to Rapport rolls when speaking on behalf of another.
  • Danger Sense You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
  • Dazing Counter When you succeed with style on an Athletics 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.
  • Demagogue + 2 to Rapport when you’re delivering an inspiring speech in front of a crowd. (If there are named NPCs or PCs in the scene, you may target them all simultaneously with one roll rather than dividing up your shifts.)
  • Dirty Fighting You can use Fight instead of Deceive to create advantages related to feinting or misdirecting in combat.
  • Droid Tech: Gain a + 2 bonus to overcome rolls dealing with the creation and repair of droids, whether astromechs, protocol droids, or battle droids. You have access to a droid shop.
  • Ear to the Ground Whenever someone initiates a conflict against you in an area where you’ve built a network of contacts, you use Contacts instead of Notice to determine turn order, because you got tipped off in time.
  • Eavesdropper On a successful Investigate roll to create an advantage by eavesdropping on a conversation, you can discover or create one additional aspect (though this doesn’t give you an extra free invocation).
  • Face in the Crowd Gain a + 2 bonus to any Stealth roll to blend into a crowd. What a “crowd” means will depend on the environment—a subway station requires more people to be crowded than a small bar.
  • Fierce Gaze Gain a + 2 bonus to Provoke rolls used to make mental attacks while intimidating a target.
  • Fly Casual You can use Pilot in place of Deceive while piloting a starship.
  • Focus Gain a + 2 bonus to Will rolls to create advantages on yourself.
  • Force Stunts See The Force
  • Form Up On Me Gain or grant an additional + 2 bonus when combining skills while flying in formation with at least one other starship.
  • Grappler + 2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.
  • Hand Me That Hydrospanner Whenever youʼre in a situation that demands a certain tool, you may make an overcome roll to declare that you retroactively happen to have one on hand. If you succeed with style, you can add a boost to that item as normal.
  • Hard Boiled You can choose to ignore a mild or moderate consequence for the duration of the scene. It can’t be compelled against you or invoked by your enemies. At the end of the scene it comes back worse, though; if it was a mild consequence it becomes a moderate consequence, and if it was already moderate, it becomes severe.
  • Hard to Shake + 2 to Pilot whenever you’re pursuing another vehicle in a chase scene.
  • Hardcore Parkour + 2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.
  • Heavy Hitter When you succeed with style on a Fight attack and choose to reduce the result by one to gain a boost, you gain a full situation aspect with a free invocation instead.
  • Iʼm Bigger Than You You may use Physique instead of Provoke to make a mental attack once per scene when using your size to intimidate a target.
  • Indomitable + 2 to defend against Provoke attacks specifically related to intimidation and fear.
  • Keen Sense Gain a + 2 bonus on Notice rolls when using a specific sense .
  • Lie Detector + 2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.
  • Lies upon Lies + 2 to create a Deceive advantage against someone who has believed one of your lies already during this session.
  • Medic You’re skilled in the treatment of wounds and sicknesses suffered by organic beings; gain a + 2 bonus to overcome actions when treating physical consequences. You have access to medical facilities, and may treat mild, moderate, and severe consequences.
  • Mind Games You can use Deceive in place of Provoke to make mental attacks, as long as you can make up a clever lie as part of the attack.
  • Miner: Gain a + 2 Mechanics bonus when mining ore; you have access to mining equipment.
  • Money Talks You can use Resources instead of Rapport in any situation where ostentatious displays of material wealth might aid your cause.
  • Never Give Up! Gain a + 2 bonus on Physique rolls made to resist any effect having to do with fatigue, exhaustion or sleep deprivation.
  • Ninja Vanish Once per scene, you can vanish while in plain sight by spending a fate point, using a smoke pellet or other mysterious technique. This places the Vanished boost on you. While you’re vanished, no one can attack or create an advantage on you until after they’ve succeeded at an overcome roll with Notice to suss out where you went . This aspect goes away as soon as you invoke it, or someone makes that overcome roll.
  • Nose for Trouble You can use Empathy instead of Notice to determine your turn order in a conflict, provided you’ve gotten a chance to observe or speak to those involved for at least a few minutes beforehand during this scene.
  • Okay, Fine! You can use Provoke in place of Empathy to learn a target’s aspects, by bullying them until they reveal one to you. The target defends against this with Will. (If the GM thinks the aspect is particularly vulnerable to your hostile approach, you get a + 2 bonus.)
  • One Person, Many Faces Whenever you meet someone new, you can spend a fate point to declare that you’ve met that person before, but under a different name and identity. Create a situation aspect to represent your cover story, and you can use Deceive in place of Rapport whenever interacting with that person.
  • Pedal to the Metal You can coax more speed out of your vehicle than seems possible. Whenever you’re engaged in any contest where speed is the primary factor (such as a chase or race of some kind) and you tie with your Pilot roll, it’s considered a success.
  • Penetrate Their Shields When you succeed with style on a Blast attack in a starship, you gain a full scene aspect with a free invocation, instead of just a boost.
  • Pistol Whip The first time an opponent moves into the same zone as you, use Blast instead of Fight to make a melee attack.
  • Popular If you’re in an area where you’re popular and well-liked, you can use Rapport in place of Contacts. You may be able to establish your popularity by spending a fate point to declare a story detail, or because of prior justification.
  • The Power of Deduction Once per scene you can spend a fate point (and a few minutes of observation) to make a special Investigate roll representing your potent deductive faculties. For each shift you make on this roll you discover or create an aspect, on either the scene or the target of your observations, though you may only invoke one of them for free.
  • Provoke Violence When you create an advantage on an opponent using Provoke, you can use your free invocation to become the target of that character’s next relevant action, drawing their attention away from another target.
  • Psychologist Once per session you can reduce someone else’s consequence by one level of severity (severe to moderate, moderate to mild, mild to nothing at all) by succeeding on an Empathy roll with a difficulty of Fair (+ 2) for a mild consequence, Good (+ 3) for moderate, or Great (+ 4) for severe. You need to talk with the person you’re treating for at least half an hour in order for them to receive the benefits of this stunt, and you can’t use it on yourself. (Normally, this roll would only start the recovery process, instead of changing the consequence level.)
  • Quick on the Draw You can use Blast instead of Notice to determine turn order in any physical conflict where shooting quickly would be useful.
  • Ramming Speed! When ramming another vehicle, you ignore two shifts of damage. So if you ram and hit for four shifts, you only take two yourself.
  • Roll With The Blow You may use Athletics instead of Fight to defend against Fight attacks.
  • Rumormonger You gain a + 2 bonus to create an advantage when you plant vicious rumors about someone else.
  • Savvy Investor You get an additional free invoke when you create advantages with Resources, provided that they describe a monetary return on an investment you made in a previous session. (In other words, you can’t retroactively declare that you did it, but if it happened in the course of play, you get higher returns.)
  • Security Specialist You don’t have to be present to provide active opposition to someone trying to overcome security measures you put in place or worked on. (Normally, a character would roll against passive opposition for that.)
  • Severing Blow Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.
  • Shield of Reason You can use Education as a defense against Provoke attempts, provided you can justify your ability to overcome your fear through rational thought and reason.
  • Shield Operator Gain a + 2 bonus on Mechanics rolls used to create advantages related to activating, restoring or boosting shields on a starship.
  • Slicer: You’re skilled in programming and maintaining networks or computer systems. Use Mechanics instead of Burglary to overcome computer security.
  • Slippery Target Provided you’re in darkness or shadow, you can use Stealth to defend against Blast attacks from enemies that are at least one zone away.
  • Snap Shot You can use Notice instead of Blast to make quick, reactive shots that don’t involve a lot of aiming. However, because you’re having a knee-jerk reaction, you’re not allowed to concretely identify your target before using this stunt. So, for example, you might be able to blast at someone you see moving in the bushes with this stunt, but you won’t be able to tell if it’s friend or foe before you pull the trigger. Choose carefully!
  • Specialist Choose a general field of knowledge like: The Force, history, hyperspace routes, physics, galactic law, archaeology, or biology. Gain a + 2 to all related Education rolls. This stunt may be taken more than once to gain a further field of knowledge.
  • Sprinter You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement.
  • Social Chameleon Gain a + 2 bonus to Deceive rolls made to blend into crowds.
  • Starship Engineer: You’re skilled in maintaining and repairing starship systems. Gain a + 2 to overcome rolls to repair or modify a starship.
  • Strength From Determination Use Will instead of Physique on any overcome rolls representing feats of strength.
  • Strong Willed Gain a + 2 bonus to Will to defend against mental attacks from uses of the Force.
  • Studied The Technical Readout You can spend a fate point to use Education in place of any other skill for one roll or exchange, provided you can justify having studied about the action youʼre attempting.
  • Surgical Strikes When using Mechanics in a conflict involving machinery, you can filter out unwanted targets from whole-zone attacks without having to divide up your shifts (normally, you’d need to divide your roll between your targets).
  • Take the Hit 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.
  • Talk the Talk You can use Burglary in place of Contacts whenever you’re dealing specifically with other thieves and burglars.
  • Throw Credits At It You can use your Resources skill to recover from consequences, provided the consequence is something that can be resolved by monetary expense.
  • 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 , or erase a mild consequence altogether.
  • Trust Fund Baby Twice per session, you may take a boost representing a windfall or influx of cash.
  • Uncanny Accuracy Once per conflict, stack an additional free invoke on an advantage you’ve created to represent the time you take to aim or line up a shot (like In My Sights).
  • The Weight of Reputation You can use Contacts instead of Provoke to create advantages based on the fear generated by the sinister reputation you’ve cultivated for yourself and all the shady associates you have. You should have an appropriate aspect to pair with this stunt.
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Stunts

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