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Just some I've pulled from various Fate Core settings or ongoing games that I thought work well for Supers. Aerial Agility: As long you're flying and able to maneuver freely, you ignore ground-based obstacles to movement. Aerial Maneuvers: Anytime you are flying, gain a +2 to create advantages with athletics. AoE Junkie: You get a +2 when you attack multiple targets at once. AoE Special Effects: You get a +2 to Create Advanage against multiple targets. Attention to Detail: You can pick apart a lie by analyzing the evidence of your senses. Use Investigate to defend vs. Deceive. Berserk Rage: When you suffer a physical consequence, you can invoke that consequence for free on your next attack. If you suffer multiple physical consequences, you get a free invocation for each. Blink: You may move to any zone during a conflict, as long as you can see where you are going, ignoring any passive opposition. Body-language Reader: Use Notice for Create Advantage rolls normally performed by Empathy. Bulletproof: You don’t grant a boost on a tie for defense rolls versus physical damage. Also, all your physical consequences absorb 1 additional stress. Call the Shot: Once per scene, you may spend a Fate Point to increase the severity of a consequence an opponent takes from your attack. If they took a severe, add a mild or taken out. Combat Maneuvers: You get an additional free zone of movement in conflicts. Combat Momentum: When you succeed with style on a fight attack, gain a Boost effect without needed to reduce the damage dealt. Dazing Counter: If you succeed with style on a melee defend roll, you can put a Dazed aspect with a free invoke on your attacker. Defend the Weak: When someone is attacked physically while within your zone, you can spend a fate point to redirect that attack to yourself. You still get to defend against the attack, and you get a +1 to do so. Eyes in the Back of my Head: +2 to Create Advantage with Notice in conflicts. Fear Aura: When you make it clear how dangerous you are, roll Provoke against your target's Will. If you succeed, that target will not attack you or willingly come near you until you take action against him first. If you succeed with style, neither will anyone with a lower Will than your target. Force Field (double stunt): You may take Mental Stress from Physical attacks, as long as you have a Force Field advantage (Will). You may use your Will to defend against Physical attacks as long as you have a Force Field advantage. Fueled by Rage: When you create an Angry-type advantage on yourself, you get two free invokes, rather than one. Hyperelastic: +2 to rolls to create stretching advantages or overcomes using Athletics. Immunity, Limited: Choose one element or specific type of attack. Any attacks of that type made against you are considered Create Advantage rolls instead. Invisible: With an "Invisible" advantage (Will), you don’t roll Stealth to avoid visual notice — just assume you automatically succeed. Knockback: When you succeed with style on a physical melee attack, you may reduce your shifts by 1 to knock your target into an adjascent zone, rather than take a boost. [Optional: Continue to reduce shifts to move the target additional zones (1) or through obstacles to movement (2).] Lantern Stunts:
Lost in the Shadows: When you concede, you may forego your normal Fate Point gain to get away scott-free. Manipulate ((Element)): Choose an element that you can control. You may now make Overcome and Create Advantage Actions with element, using Will. Master Tactician: Use Fight in place of Lore to create advantages or overcome obstacles related to battlefield tactics. Need for Speed: Whenever you’re in a contest where speed is important, step up all ties to successes. Resilience: You have Armor:2 vs. any defense roll against physical kinetic damage. Use Athletics instead of Physique to determine extra stress and consequences. Secret Identity: You have a cover identity you can assume. Describe your cover identity, choose a high concept and a trouble aspect for your secret identity, and choose an apex skill for your cover identity. You can assume that identity with enough preparation and the expenditure of a fate point. While you're in that identity, its high concept and trouble replace yours and you can use Deceit in place of its apex skill. You lose these benefits as soon as your cover is blown, and you may have to spend some time creating a new cover identity. Speedster: Spend a Fate point to appear in any scene, if the scene takes place in the same hemisphere and the location isn't blocked or cut off in some way. ((Note: There's a good chance you could convince me to let this be a Fate Point invoke of a speedster Aspect, and not use a Stunt on it. A stunt version might be once-per-session, no Fate Point needed.)) Strongman: When using physique to overcome an obstacle, step up your outcome. Failure becomes tie, tie become success, and a success becomes a success with style. Super Strength (double stunt): Fighting attacks are Weapon:2, and nearly all “raw strength” applications of Physique are at +2. Tough Guy: Gain an additional mild physical consequence. Utility Belt: Your pockets are full of useful little things. Whenever you need something, you have it, provided it's not something too unusual or too large to fit in a pocket, belt pouch, or backpack. When you say you have something, the GM should be likely to agree. Wall-crawler: +2 to Athletics rolls for overcoming movement obstacles or creating movement-based advantages (handy when being chased). Web-slinger: Apply "Grapple"-type advantages to your target with Shoot, rather than Physique. |