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Competence Stunts

Stunts related to skill, proficiency, knacks, and sublime mastery of odd abilities.

Ambusher: Because I am great at setting up ambushes, I gain +1 when I Sneakily set up an ambush or create a related advantage.

Careful Aim: Because I am skilled at aiming, I gain +1 when I Carefully attack with a ranged weapon.

Close Call: Because I excel at getting out of really bad situations, I can spend a fate point to concede after I already rolled to defend (normally a concession must be made instead of rolling to defend).

Dodgy: Because I am good at getting out of the way of danger, I gain +1 to defend when I am Quick.

Duelist: Because I am skilled at the art of using weapons such as thinblades, foils, rapiers, epees, sabres, and stilettos (i.e, 'dueling' weapons), I am a surprisingly effective combatant when armed appropriately. Though my fighting style remains agile and even acrobatic at times, when armed with an appropriate weapon I can use Focused in place of Combatives in armed physical conflicts.

Dungeoneer: Because I am a seasoned adventurer and dungeoneer, I gain +2 when I am Clever and create advantage or overcome when a item of common adventurer gear that I have proves to be useful.

Foe Bane: Because I have a favored enemy Race, when I succesfully attack a target of that Race I inflict +2 shifts of extra stress. Additionally, if my attack results in a tie I may use the boost to inflict a single point of stress on the defender, immediately, as a free action.

Incorrigibly Competitive: Because I am incorrigibly competitive and driven to win, I gain +2 while Flashily Focused to create advantage or overcome when engaged in any kind of one on one physical, mental, or social contest, ranging from duels to drinking contests to arm wrestling bouts to put-down matches to poker face offs and more.

Jack-of-all-Trades (-3): Because I have studied an array of different crafts, mastering none of them but learning enough to get by, during a scene I may spend a Fate point as a free action to allow myself to use Focused as if it were any one other Archetype for the remainder of the scene. I may activate this ability multiple times per scene to use more than one Archetype, spending an additional Fate point each time.

Knife Fighter: Because I am skilled with daggers of all shapes and sizes, I may use Focused as if it were Combatives when fighting with one or more daggers in a conflict, and I inflict +1 stress when I successfully attack while doing so.

Making It Count: Because I am able to make my attacks really matter, on an attack that succeeds with style I may spend a fate point to prevent the target from checking a stress box to reduce the stress of the attack. The target may still take consequences.

Manhunter: Because I am skilled at tracking a quary, I can use Roguish instead of Primal when tracking a sentient humanoid in any environment, and I gain +1 when I Roguishly overcome challenges when doing so in an urban environment.

Morale Boosting Performance: Because I am a naturally gifted performer, I gain +2 when I am Flashily Focused and create subtle advantages affecting morale or mental states, or help others overcome challeges by motivating them, when I am able to make music. I can also make long journeys less boring when stealth is not required, and make some spare coin performing at taverns and such.

Nothing Succeeds Like Success (-3): Because nothing succeeds like success, when I succeed with style and gain a boost I may upgrade that boost to a situational Aspect on myself called On A Roll! with two (2) invokes on it. If the Aspect is already active, I instead add two (2) more free invokes to it. The Aspect is removed at the end of the scene.

One Against Many: Because I am skilled at defending myself against multiple attackers, I gain +2 to defend when I fight alone against two or more opponents. A single mook defined as a mob counts as being multiple opponents for purposes of this ability as long as there are two or more 'individuals' within the mob. 'Fighting alone' in this context means no allies are in my zone or an adjacent zone, and no ally is aiding me or attacking my opponents.

Raw Charisma: Because I am naturally likeable and charismatic, I may use Focused instead of Roguish for social interactions related to making friends and influencing people. I gain +1 while Focused to create advantage or overcome challenges when using this Stunt. However some people innately distrust charming people, and I sometimes meet unexpected friction to my overtures.

When using this Stunt I can be compelled by the GM to fail.

Riposte: Because even my defense is dangerous, whenever I am Flashily Focused and defend with style against a physical melee attack while wielding a dueling weapon I may use the boost to inflict a single point of stress on my attacker, immediately, as a free action.

Rogue's Reflexes: Because I have great reflexes and am able to evade harm better than most people, I may use Roguish to defend against any kind of indirect or surprise attack and to avoid harm by getting out of the way of it. Narratively this can take many forms, such as rolling out of the way, ducking behind cover, 'seeing it coming' and somehow interupting the attack, or by some other means justified by the narrative.

This Stunt requires Roguish +2 to use.

NOTE: Roguish +3 and higher already allows a character to do this. This Stunt is for characters who have Roguish +2 and are willing to allocate a Stunt to gain this ability.

Rural Warrior: Because I am skilled at using practical, functional weapons such as hunting spears and bows, woodsman axes, cudgels, lariats, and weapons derived from farming equipment I am a surprisingly effective combatant when armed appropriately. Though my fighting style is no-frills and straightforward, when armed with an appropriate weapon I can use Focused in place of Combatives in armed physical conflicts and I gain +1 to create advantage attempts that utilize my unusual weaponry in interesting ways.

Sublime Expertise (-2): Because I am extremely skilled and rarely blunder, whenever I make a 4dF roll I treat any result of less than 0 as -1.

Thrive Under Pressure: Because I thrive under pressure, when I spend a fate point to invoke one of my Aspects to gain a +2 bonus on an action before I roll, if I succeed with style I get the fate point back immediately instead of gaining a boost.

Trapsetter: Because I am skilled at setting traps, as a non-action I can spend a Fate point to create the situational Aspect Trapped! on my zone or up to three (3) zones away with two (2) invokes. The Aspect represents a trap I happened to have set up while no one was looking, or a clever exploitation of the ambient scenery. My traps can take many forms, limited only to things I can narratively justify. I can invoke the Aspect to hinder someone in the affected zone or to help myself or an ally acting against someone in the affected zone. The difficulty for others to notice my trap before the first time it is invoked or to overcome it is equal to my (Clever + Sneaky + Primal) traits if in a wildlands area, otherwise it is equal to my (Clever + Sneaky + Roguish) traits.

Tumbler: Because I am excellent at acrobatically flipping around and tumbling, if I am in a conflict and do nothing in an exchange except move, I may move an additional zone and I am unobstructed by minor obstacles that I can tumble around or flip over. If I am in a contest involving me running away from something or avoiding capture, I gain +1 to overcome while I am Quick.

Staves Are Just So Useful: Because I have learned to put my staff to good use, I gain +1 when I am Careful and narratively describe how my staff helps me. This can be used to aid me in my spell casting as well as to fend off pesky attackers, or whatever fits the story.