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Skill Stunt Examples for Super Powers[edit]

A skill used to represent a power is called a Power skill. Below are some examples of stunts based on a Power Skill. These are not examples of "Extra Stunts". These are stunts you can have as long as you have the skill to represent it.

One thing to remember is that when you use a skill in conjunction with your power, described as an extra, you gain an automatic +2 bonus to perform that skill. The requirement is that power be in some clear way able to make use of the skill in question. The following stunts are built with that in mind.

This skill shows how you may have a balance and an athleticism beyond that of mortal man. It could be from bio-ware, or good old fashion radiation.
Double Jointed - You have a flexibility that makes people go "EWWW!". You get a +3 when in full defense. If you succeed with style you get a +4 to you next defense roll as long as you are continuing to be at full defense.
This skill might not be one superheroes often engage in actively very often, but plenty of villains have powers that seem tailor-made to help them excel in larcenous activities.
Perfect Timing - When infiltrating a secure location, you have the gift of knowing just when to move to pass through doors before they close, bypass movement sensors and cameras, and remaining undetected. You gain a +2 to Burglary rolls to overcome high-tech security measures. This stunt works best for characters with powers related to manipulating electronics, timing powers, and the like.
Contacts is about who you know, and some super powers can certainly help you get to know people -- whether they want you to or not! Examples include psychics capable of the stunt below.
Mind Scanning - This stunt is all about locating a specific mind among many. You gain the ability to covertly make overcome rolls to find who your are looking for, but finding that target can be actively (if awake) or passively (if asleep or unconscious) resisted with the Will skill. You also must be directly aware of a mind in order to scan it. Usually this means that the people you wish to scan must be nearby in order to scan for them. On camera doesn't usually work. To scan huge areas like whole cities or countries might require you to "boost" your power in some way, such as gaining access to a powerful device. In game terms, make a Contacts roll with whatever superpower you have to help you with making a mind scan. Everyone in that zone can actively (or passively) defend against your overcome roll using Will. If your target is present in the zone and they do not successfully defend, then you find the one for whom you are looking.
Crafts is most often used in conjunction with "gadgeteering" or "mad scientist" types of powers.
Strange Science - When you use your Crafts to place beneficial aspects that utilize specialized tools that you have with you, you gain a +2 to the create an advantage roll. In addition, you can spend a scene working on a "science project" to build a device that mimic a single effect of another power. For example, you could build a Cold Ray Gun to mimic the attack of someone with Cold powers. You can use your strange science or gadgeteering-type power with that device as if you had the power you are mimic, for the specific effect you wish to achieve. So while the device gives you access to only a narrow scope of the actual power, it does get you access to things you might not otherwise be able to have. Powers like flight, lasers, and miniaturized "aqua-gills" that each do a specific thing all become possible. You can create and carry with you one such device per point of Crafts. So if you have Great (+4) Crafts, you can eventually build up to 4 items crafted with Strange Science. Using Strange Science to mimic powers (and taking a scene to build it) does not gain a bonus, but it does create an aspect with no free invocations (but you can use your brainiac, weird science, mad scientist, or similar ability as a super to gain an automatic +2 to skills that use the Strange Science device, just as if it were your own super power. This stunt does not allow you to mimic stunts.
Deceive is often used when you have powers designed to trick others. Shape-shifters, illusionists, and mentalists might all use Deceive in some way.
Master of Illusion - You are especially adept at making people think they saw something they did not. When you use Deceive to create a false impression through the use of disguise, mimicry, shape shifting, misdirection, or magical illusions, use a create an advantage action to place an aspect. The target is whoever you are attempting to deceive. Aspects so placed provide a +3 bonus instead of the normal +2 when invoked.
This skill is rarely used in conjunction with a super power.
Super powers that employ empathy include many types of psychic power. Give that Empathy is the go-to skill for any kind of extra-sensory perception type of skills that rely on a sixth sense rather than finely tuned physical senses. For example, if your character has psychic powers related to sensing auras, seeing events remotely or in the past or future, or sensing the history behind inanimate objects, you will rely on Empathy to tell you things. Take a careful look at the Empathy skill -- there are many extremely useful ways to use a psychic super power with the Empathy skill even without any stunts.
Aura Perception - Not only does your psychic power grant you the normal bonus for Empathy rolls to pick up on emotions, but you can get a "snapshot" of a person's mood and general psychological makeup with a single glance. This is an assessment roll using create an advantage per the normal Empathy skill rules, but goes a step further. It takes almost no time (but can still be resisted with Deceive or Rapport), and the GM describes what you see with colors! As a rule of thumb, the GM might use reddish colors to describe levels of aggression, blue as calm, yellow as more of a logical state of mind, etc. Most people will have more than one color in their aura. Make up a quick chart of four to eight colors and what they mean to your character, when you take this stunt. Share this with the GM to use when she describes aura for you. The GM should feel free to use various shades of those colors to provide meaning.
Clairvoyant - You can see through most stuff not due to a special physical power, but because you can intuitively know what it there. You can ignore a single barrier that blocks sight between yourself and the target location.
Characters with powers focused on speed and agility often pick up stunts relating to fighting prowess. In addition, some characters might have mutations or devices that make them more dangerous.
Rapid-fire Fists - This stunt may be most appropriate for characters with speed-based powers. Speedy characters normally strike targets multiple times to do their damage effects, but this stunt lets the fast character attack multiple targets more effectively. When you make a Fight attack against more than one target, you gain a +2 bonus. Make an attack roll, add your bonuses for this stunt and for your power and any aspect invocations as normal, then divide that number up among your targets. Each target then defends individually.
For example, if you have a Good (+3) Fight skill, the Superspeed power, no other invocations and roll a +1 on Fate dice, you have a total of +6. (Fight + Superpower bonus + dice.) If you have three targets, you can attack one at +3, one at +2, and one at +1, or any other combination of numbers that total +6. The smallest attack you can make is a +1.
Clawed - You character has equipment or a mutation that functions as some sort of lethal melee weapon. When you attack with Fight and your target takes a consequence, you can spend 1 fate point to increase the severity of that consequence.
This skill is most often used in conjunction with powers based on acuity of a physical sense.
X-Ray Eyes - When you use Investigate to overcome, such as when analyzing a crime scene or searching for clues, or just to spot something hidden, you can ignore a single barrier. For example, you can activate your x-ray eyes to see through one wall of a house and see into the living room from outside. You could could see through a car door to see the occupant. You might see through the door of a bank vault to see if someone is trapped inside. You cannot see through more than one barrier, though.
The Courtesy Rule: if you want to keep a game PG rated, the table may agree that "clothes" constitute one barrier and "underclothes" a second barrier.
A super power that uses the Lore skill probably has some special ability for memory recall or perhaps speed of thought.
Two Steps Ahead - Your mind moves so fast you've already planned out several moves before anyone else has even reacted. You can use Lore in place of Notice to establish initiative.
Photographic Memory Palace - Your recall goes beyond photographic or eidetic memory. You can freeze any scene you have witnessed in your mind, rotate it to look at it from different perspectives, and investigate things you may have only glimpsed at the time. This stunt allows you to use Lore in place of Investigate in situations where you can rely entirely on your memory of a scene.
The same sorts of powers that are useful for Investigate can also be useful for Notice. Notice is a bit more superficial sort of sense than Investigate, and it also describes reaction time for a character. The following two stunts might not be needed if your super power has already described your character as being capable of these feats. Consider the stunts, however, when you need access to abilities that might not be directly associate with the ability. For example, the mutant Man-Bat has the powers of a Bat. So, you could safely assume he already has Sonar abilities and does not need the stunt. However, if he is also pretty crafty and has a TV built into his helmet, you could buy the Radio Hearing stunt. He would not get his powers bonus when using Radio Hearing, but he would have the ability.
Radio Hearing - Your power allows you to "hear" radio waves and your brain automatically decodes them into audio (and video if the signal carries that component!).
Sonar - You don't need eyes to pick up a three dimensional "view" of your surroundings. Note this is not helpful where you need to be able to detect differences in color. So, you can't read anything with sonar.
These stunts are most applicable for characters that have some kind of super-strength or super-toughness power, or because they are part of some sort of super-race.
Boulder Throw - You are so strong you can do some really unusual things beyond just being healthy and able to lift heavy things. When you take a successful overcome action (difficulty agreed upon by the GM and Player depending on the size of the object) you heft something in the air. On your turn in the next exchange you can then hurl the thing at a target up to a number of zones equal to your Physique score. If you have super strength, ignore that limitation; you throw stuff anywhere you want on the battlefield. When you hurl the object, use the difficulty you overcame to lift the item in place of a roll using Shoot to hit your target. You do not roll dice for this, but you can invoke aspects to increase that base number. The defender must beat that total or take stress as per a normal attack.
Body of Iron - You can use Physique to defend against physical attacks.
Invulnerability to (Thing) - You automatically succeed (but not with style) when you defend against a specific type of physical attack. Examples include fire, ice, and bullets. If you wish to be invulnerable to more broad things, this stunt costs more refresh. For example if you are invulnerable to all heat-based attacks, that should be worth at least 3 Refresh. If you are invulnerable to extremely broad things, such as all physical damage (save for one specific thing, such as silver), it is worth at least 8 Refresh.
The Provoke skill is perfectly suited for powers based on mental attacks, mind control. It's very useful also for use when a display of your super power can be used to induce fear or anger. The Fate Core skill has excellent stunt examples for inducing fear and anger. Here we look more specifically at stunts for characters with psychic powers. Mental powers that use Provoke can blast away at a target's mental stress boxes and consequences, resisted by the target's Will.
When a character attempts powers related to mind control, it can be handled one of three ways. If the target is only a nameless npc such as a minion, then a simple overcome roll may be all that is required to mentally dominate the victim. Supporting characters, main characters and player characters are more difficult. To issue a very temporary command, place an aspect using create an advantage. It needs to be something the target can accomplish in a moment, and once accomplished, the aspect is gone. To take control or even perform possession, you must take the attack action and keep at it until you achieve a Taken Out result (or accept a concession that gives you control for some agreed upon period of time). But when you do this sort of mind control, you are acting for the character. You must choose each exchange whether your character acts from his new meat suit, or if he takes an action of his own. You cannot take more than one action per exchange (excluding defend actions of course).
Geas - You are especially good at nudging your target toward actions you wish her to take. When you place an aspect using create an advantage to plant a temporary suggestion, this stunt allows you to embed it more deeply. In other words, the aspect could dictate an action the character must take at a later date rather than an immediate action. Once the action is performed, the aspect goes away.
Nightmare - If you can get within physical proximity of a sleeping target (in the same zone), you can subtly inflict nightmares. (Use a Rapport stunt to bestow pleasant dreams -- Provoke is for negative stuff.) Through these nightmares you can inflict a Geas like the stunt above, at the same time as the aspect Unrested which remains until the victim can get uninterrupted shut-eye.
This skill is rarely used with a super power.
Chain Effect - Your power can strike a primary target and then branch to affect up to the next three closest targets when you spend a fate point to activate this stunt. Roll the dice and make your attack roll. The first target must defend against your attack at the full value. The second target defends against your attack total -2, the third target defends against your attack total -4, and the fourth target defends against your attack total -6.
Massive Attack - Your unleashed power is so great, it affects an entire zone. Spend a Fate point and make an attack. Because you have a super power, you can affect everything in an entire zone with a single attack. This attack does not discriminate, however, striking friend or foe alike -- to be aware of your friends! If you wish to pick and choose your targets, see Shaped Effect, below.
Shaped Effect - When you purchase this stunt choose a form into which you shape your power. Examples include a straight line, a cone, a gaseous cloud, or circular explosion. When you affect multiple targets, keep this shape in mind when describe who you target. Use the multi-target rules but when you do target more than one at a time, you gain a +2 to do so. So, you would roll Shoot and add any invokes like normal, then add +2 for this stunt when attempting to hit more than one person. Then take that total and divide it up among your various targets, with a minimum of +1.
For example, say you roll Fate dice and add your skill for a total of +5 and you wish to hit two bank robbers with your Cold power. You have the Shaped Effect stunt and chose a "cone" shape. The GM agrees two bank robbers could indeed be struck by a cone effect, so you take your +5 total and add +2 (the bonus for the Shaped Effect stunt) for a total of +7. Now you divide that up as you like, say +4 to attack the first robber and +3 to attack the second robber.