Athletics Stunts

  • Acrobat
    You are able to perform impressive acrobatic feats. No individual source of opposition related to balance can be used to justify opposition to your actions. (adapted from Spirit of the Century SRD)
  • By My Hand, Set the World in Motion
    Through a combination of speed, dexterity, and uncanny timing, you always have a path forward. In a static environment, this means that you are capable of crazy parkour-like movement to get almost anywhere that could be physically accessed. In a more fluid environment you are impossible to pin down or fence in, as you’ll always find the gap. (Fate System Toolkit, p.95)
  • Hardcore Parkour
    Fate Core, p.98
  • Human Spider
    +2 to overcome or create advantage actions with Athletics on any climb. (adapted from Spirit of the Century SRD)
  • Mountaineer
    +2 to overcome with Athletics when faced with mountainous terrain. (Peter Blake)
  • Pole Balance
    +2 to overcome or defend with Athletics when you need to balance and have a pole in hand. (Peter Blake)
  • Rigging Rat
    +2 to overcome with Athletics when climbing on board a ship. (Peter Blake)
  • Sea Legs
    Your Athletics skill works unimpeded by conditions like storms, water, or high seas while on board a ship. (Peter Blake)
  • Acrobatic Dodge
    +2 to overcome with Athletics when another character presents an obstacle to you moving between zones. (Peter Blake)
  • The Drunkard Stumbles (requires Falling Drunkard)
    You stagger and stumble without control, but your enemy always seems to miss you and strike a nearby obstacle, causing damage to themselves. When you dodge a blow with Athletics, your opponent takes one stress, or two stress if you succeed with style. (Fate System Toolkit, p.150)
  • Dazing Counter
    Fate Core, p.98
  • The Drunkard’s Stagger
    You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)
  • Evasion
    You have an amazing ability to remain unharmed when caught within the blast radius of an explosion. +2 to defend with Athletics against area attacks.
  • The Falling Drunkard (requires Drunkard’s Stagger)
    When an enemy attacks, you lose your balance and fall to the ground, rolling back to your feet quickly, but your enemy now finds himself dangerously overextended. Roll Athletics to dodge. On a success, place a boost on your opponent such as Overextended or Off-Balance that anyone may use against him. On a success with style, place a second boost on your opponent. (Fate System Toolkit, p.150)
  • Favored Enemy Dodge
    Choose an organisation. You gain +2 to defend with Athletics against members of that group. (Peter Blake)
  • Lightning Reflexes
    +2 to defend with Athletics for the first exchange after you become aware of a threat. (Peter Blake)
  • Protector
    You are an expert bodyguard. +2 to defend with Athletics whenever you pull someone out of harm’s way at great personal risk to yourself.
  • Reading the Line of Fire
    You can tell where the bullets will go before the trigger is pulled. +2 to Athletics when using it to dodge gunfire.
  • Redirect Attack
    Once per scene, when you succeed with style on a defence roll with Athletics against Fight, you may force your opponent to attack another of your enemies in the same zone with the same attack roll. (Peter Blake)
  • Slippery
    +2 when using Athletics to defend against or overcome knockbacks and pushes. (adapted from Spirit of the Century SRD)
  • War Mount
    You work together with your rider to defend yourselves. +2 to defend with Athletics while being ridden.
  • Safe Fall (requires Acrobat)
    You can skip effortlessly down sheer surfaces. Whenever you fail an Athletics roll and fall vertically near a solid surface, reduce the stress you take by 2. (adapted from Spirit of the Century SRD)
  • Land On Your Feet
    Like a cat, you are able to fall from great heights without excessive harm. When making an Athletics roll to resist falling damage, add +2 to the roll.
  • Mighty Leap/Spring-Heeled
    Your leaping ability borders on the superhuman. +2 to overcome with Athletics whenever height is a major factor. (adapted from Spirit of the Century SRD)
  • Fight By Jumping (requires Mighty Leap)
    It is normally a very bad idea to jump up high while fighting, but you make it work. +2 to Athletics when creating a jump-based advantage in combat, but all aspects created this way disappear at the end of your next turn.
  • Long Jump
    +2 to Athletics when jumping significant distances horizontally. (Peter Blake)
  • Out of Reach (requires Fight By Jumping)
    It isn’t easy to hit a guy who’s five feet above your head. When you create an aspect using Fight By Jumping, you may move into the zone above your current zone as a free action, provided there are no situation aspects restricting that movement.
  • Vault
    +2 to overcome with Athletics when you have a long pole in hand and the obstacle is primarily height-based. (Peter Blake)
  • The Bastard Will Not Escape
    Nobody gets away from you. +2 to overcome with Athletics when chasing someone on foot.
  • Fast as a Leopard (requires Sprinter)
    You are incredibly fast on your feet. +2 to create advantage or overcome actions with Athletics used to move multiple zones on the flat. (adapted from Spirit of the Century SRD)
  • Faster than a Leopard (requires Fast as a Leopard)
    You are simply, astonishingly fast. When you move multiple zones in a straight line, you get an additional +2 to create advantage or overcome actions with Athletics. (adapted from Spirit of the Century SRD)
  • Run Away!
    Discretion is the better part of valour, at least for you. On a successful defence with Athletics, you may sacrifice your next action to immediately flee, making an overcome action with Athletics and using your total on the defence roll as your total on the overcome roll.
  • Sprinter/Highly Mobile
    Fate Core, p.98
  • Contortionist
    If you choose to spend an action moving from one zone to an adjacent one, your Athletics skill works unimpeded by conditions such as narrow openings, low ceilings, or other cramped conditions. (Peter Blake)
  • Escapologist/Escape Artist
    +2 to overcome actions with Athletics when escaping from bonds. (adapted from Spirit of the Century SRD)
  • One With the Water
    +2 to defend or overcome with Athletics while swimming. (Peter Blake)
  • Throwing Art
    Throwing a ball isn’t very different from throwing a knife. You may use your Athletics skill in place of Shoot for thrown weapons.
  • Equestrian
    You can use Athletics instead of Drive whenever you are riding a horse. (adapted from Spirit of the Century SRD)
  • Graceful Silence
    Your natural poise and grace enable you to pass quietly and undetected. You may use your Athletics skill in place of Stealth whenever silence alone would help you move undetected.
  • Marathon Training
    You know how to conserve your energy when undergoing lengthy athletic activity. You may use Athletics instead of Physique during long-distance running, multi-day climbs, and the like. (adapted from Spirit of the Century SRD)
  • Second-Story Girl
    Fate Core, p.299
  • Whirlwind Step
    When you assume the stance of the whirlwind, roll Athletics against Fair (+2) opposition. If you succeed, you may run on vertical surfaces and leap unlikely distances without making rolls to do so, until your next turn ends. If you succeed with style, you may instead gain these benefits for the rest of the scene. (Fate System Toolkit, p.35)
  • Catch
    When defending against an attack with a thrown object, if you succeed with style, you may catch the item that was thrown at you and create a related aspect with a free invoke, instead of just a boost. Details such as your Physique skill and any relevant aspects may be used to determine whether a given object is something you could, practically speaking, catch. (adapted from Spirit of the Century SRD)
  • Childhood Playground
    You are remember the place you grew up in well, and you still find it easy to navigate its obstacles. Name and describe that place. You gain +2 to overcome with Athletics whenever you are in a similar environment.
  • Flanking Specialist
    Once per scene, when you create the aspect Flanked or similar on an opponent, you gain one additional free invocation of the aspect. (Peter Blake)
  • Sportsman
    Sports are your life. Pick a sport. You get a +2 to all Athletics rolls relating to that sport.
  • Surefooted
    You suffer no increased difficulty to Athletics due to snowdrifts, loose soil, or shifting sand. (Peter Blake)

Athletics Stunts

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