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Physical Stunts

Some Stunts represent a characters extra developed intelligences, wisdom, or cognitive skills.

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Stunt

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Athletic Initiative: You may use Athletics instead of Notice for initiative if your motor memory and athleticism is a factor.

Because of your honed reflexes and training, you often act on instinct faster than you can think.

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Crushing Blow: Once per conflict, when you successfully attack with Fight while unarmed you may spend a Fate point to inflict +3 Physical Stress on your target.

Requires Sledgehammer Strikes

By taxing your inner reserves you are able to inflict serious harm.

-1

Extra Durable: You have Armor: 1 innately.

Because of your unusual toughness or sheer size or pure grit, you are able to shrug off minor wounds.

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Physical: You add +2 to defend with Physique.

Requires Good (+3) Physique or better

Because of your burly nature, you can often withstand grueling conditions that would grind down less hardy individuals.

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Extra Physical: You add +2 to defend and create advantage with Physique.

Requires Great (+4) Physique or better. Replaces Physical (Refresh Cost is combined total)

You are able to do things like step into a punch to get inside an opponents guard, to suffer a bit to gain an edge, and to generally bank on your natural resilience.

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Rugged: You have +1 Mild Physical Consequence

Requires Good (+3) Physique or better

Merely a flesh wound.

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Extra Rugged: You have +1 Moderate Physical Consequence

Requires Good (+3) Physique or better. Replaces Rugged (Refresh Cost is combined total)

Was that supposed to hurt?

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Strong: You gain +1 whenever your great strength is a factor.

You are impressively strong.

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Extra Strong: You gain +2 whenever your great strength is a factor, and you may spend a Fate point to gain an additional +2 on a single action.

Replaces Strong (Refresh Cost is combined total)

You could enter a Worlds Strongest Person contest with reasonable prospects to at least place. You are at or slightly above the peak of human capability.

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Extra Tough: You have an extra Physical stress box.

Requires Tough or Great (+4) Physique

You excel at rolling with the punches.

You cannot have more than 5 Physical Stress boxes.

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Fighting Initiative: You may use Fight instead of Notice for initiative if it is reasonable for your combat combat skills to be a factor. When this occurs, you also create the situtational aspect Into The Fray and you gain a free invoke of it.

The best defense is a preemptive strike.

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Sledgehammer Strikes: You may add +2 when using Fight while unarmed.

Requires Great (+4) Fight or higher.

You float like a butterfly and sting like a bag full of hammers.

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Strong Jumper: You may use Physique instead of Athletics when your ability to jump is a factor, and you gain +1 when you do.

Requires Strong

-1

Strong Fighter: You may use Physique instead of Fight when attacking and defending.

Requires Strong

You rely on brute strength instead of technique to fight.

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Brutish Fighter: You may use Physique instead of Fight for all actions.

Requires Extra Strong. Replaces Strong Fighter (Refresh Cost is combined total)

Because of your ability to apply your great stregth to brawling, you can pit your brute force against technique any day of the week.

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*Hulkish Fighter: You may use Physique instead of Fight for all actions, and when you do if you get a 4dF result of less than 0 you may treat it as 0.

Requires Extremely Strong. Replaces Brutish Fighter (Refresh Cost is combined total)

Because of your superhuman strength and formidable ability to brawl, you never fail to bring the pain and smash those who confront you.