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ACADEMICS

Linguist (p116) Gift of Tongues (p116) Walking Library (p117) Photographic Memory (p117) Studied Recall (p117) Scholar (p118) Dizzying Intellect (p118) It's Academic (p119)
Know 5 additional languages Know any mainstram language Library equal to skill; research one time unit faster Remember all reading; research two time units faster Fate point to memorize non-book targets (number equal to skill roll) +1 skill in defined field, +2 in specialty Use Academics instead of Deceit within field Once per session, may declare details for action related to field

ALERTNESS
On Top Of It (p119) Ready for Anything (p120) Cut Off (p120) Run Interference (p120) Danger Sense (p121) Saw It Coming (p121) Constant Vigilance (p122) Take It All In (p122)
May spend fate point to go first Alertness considered +1 for initiative Opponents cannot generate Spin with their defense May spend fate point to interrupt a declared action +2 on defense if ambushed (but may still be surprised) Never suffers defense penalty from surprise May take normal action when ambushed Use Alertness instead of Investigation to survey without searching

ART
The Artist's Eye (p122) Virtuoso (p123) Moving Performance (p123) Razor Tongue (p124) Poison Words (p124) Stage Presence (p124) All the World's a Stage (p124) Commissions (p125) Do You Know Who I Am? (p125) Weight of Reputation (p125)
May use Art to identify the source/creator of anything, treat as Empathy +1 knowledge bonus within defined field, +1 skill within specialty Place aspects last multiple scenes Complement social skills with Art, +1 for using Intimidation to provoke Add a specific Aspect to a target through satiric performance Halve any penalties due to distraction Use Art instead of Deceit for impersonation Once per session, use Art instead of Resources May complement Rapport, Intimidation, Deceit and Contacting with Art Spend a fate point to use Art instead of Rapport, Intimidation, Deceit, or Contacting

ATHLETICS
Contortionist (p126) Acrobat (p126) Safe Fall (p126) Slippery (p126) Marathon Training (p127) Fast as a Leopard (p127) Faster than a Leopard (p127) Human Spider (p127) Mighty Leap (p128) Equestrian (p128)
May attempt otherwise impossible contortions using full Athletics skill Difficulties reduced by two, falling rolls gain +2 bonus If falling near a wall or other surface, the fall is treated as two categories shorter +2 vs. knockback or push attacks, or escape from bonds May use Athletics instead of Endurance for extended activity +2 to sprinting actions, or roll evenly vs horse/car +2 to sprinting actions, or +2 vs horse/car +2 to all climbing, may spend fate point to negate all penalties Reduce height related borders by three Use Athletics instead of Survival when riding

BURGLARY
Criminal Mind (p128) Tripwire Sensibilities (p128) Trespass Tempo (p129) Hatpin Maestro (p129) Mental Blueprint (p129) The Big Heist (p129)
Use Burglary instead of Investigation when investigating a crime Roll Burglary instead of Alertness or Investigation to avoid traps Use Burglary instead of Alertness for Initiative while executing a criminal plan No penalties for lack of lockpicks; with proper tools, act one time unit faster +2 bonus when casing a location May declare additional aspects using spin from casing

CONTACTING
Contact (p130) Close Contacts (p131) Network of Contacts (p131) Insider (p132) Walk the Walk (p132) Big Man (p132) Talk the Talk (p133) Big Name (p133) Big Reputation (p133)
Define a specific contact as a Companion Spread 3 advances among your contacts May define a contact on the fly, of Average quality with 2 advances

I Know a Guy Who Knows a Guy (p132) All Contacting rolls are one time unit faster, and +2 on follow-up rolls
Roll Contacting instead of Leadership to deal with bureaucracies No penalties from unfamiliar circumstances Use Contacting instead of Resources within defined field Use Rapport + 2 or Contacting when dealing with member of defined field +2 for first-time use of Rapport or Intimidation when target has heard of you Use Contacting skill instead of Rapport, Intimidation, Deceit, Leadership, or Resolve

DECEIT
Con Man (p134) The Fix Is In (p134) Sucker (p134) Big Sucker (p135) Clever Disguise (p135) Mimicry (p135) Master of Disguise (p136) Infiltrator (p136) Disguise of the Mind (p137) The Honest Lie (p137) Takes One to Know One (p137) Clever Facade (p138)
Use Deceit instead of Empathy to get a read on someone's weaknesses Use Deceit instead of Gambling, but will be caught upon failure Design a Companion of Fair Quality with two advances Companion has +2 to Resources, and one more advance Disguise stands up to close scrutiny at full skill, assembled in minutes with right tools Imitate specific person after half-hour of observation Pay a fate point to disappear and later reveal a nameless NPC as you in disguise While in disguise, roll Investigation vs. Mediocre. Each shift is a clue or message. Roll Deceit - 2 as any skill your guise might possess +2 Deceit for revealing relevant and significant truth Use Deceit instead of Empathy to detect lies If beat an Empathy read with Deceit, get a read on the reader

defense against single disarm at +1 . define gadget on the fly with two improvements Explosion force +3 using properly placed charges Difficulty -1 and 1 time unit faster when dealing with weapons Difficulty -1 and 1 time unit faster when dealing with vehicles Repair time is reduced by 2 units Spend fate point to make a gadget work for (Engineering roll) exchanges FISTS Brawler (p150) Dirty Fighter (p150) Crippling Blow (p150) Signature Strike (p154) Mix it Up (p151) Army of One (p151) Whatever's on Hand (p152) Fists of Fury (p152) Martial Arts (p152) Brickbreaker (p153) Demoralizing Stance (p153) Flying Kick (p153) Flow like Water (p153) Bend like the Reed (p153) Lethal Weapon (p154) Fist of Death (p154) When outnumbered.1 for other vehicles -1 to maneuver difficulty in a chase No penalty for other skill use while driving No added difficulty for narrow spaces Damage to the environment is doubled EMPATHY Ebb and Flow (p141) Preemptive Grace (p141) Track the Soul (p141) The Skeptic's Ear (p141) Cold Read (p142) Heart's Secret (p142) Hit Them Where It Hurts (p142) A Peek Inside (p143) Uncanny Hunch (p165) Spend fate point to get free read before initiative Empathy is at +2 for initiative in social conflicts Use Empathy instead of Investigation to help find someone you've met Always know if someone is using Deceit before they roll Get read in 2 or 3 time units less Always get most important aspects upon a successful read Use Empathy instead of Intimidation to provoke. +6 vs. spend fate point to remove mark from injury track Roll Endurance.. spend a fate point to add a wound value to a retaliatory action ENGINEERING Personal Gadget (p147) Universal Gadget (p148) Demolitions (p148) Architect of Death (p148) Grease Monkey (p149) Mister Fix-It (p149) Thump of Restoration (p149) Personal gadget with three improvements Once per session. spend half remaining fate points (min 1) to avoid death Immune to common poisons. attempt to place ammo aspect May declare a last shot (in the scene) for a +3 bonus Ignore 2 points of penalties when performing a block No penalty for drawing as a supplemental actions May use Guns instead of Initiative to determine initiative Once per exchange. +2 with a targeting scope +2 on any action that involves shooting an inanimate object Spend fate point to cancel out of ammo consequence. spend a fate point to fill highest unchecked stress box GAMBLING Gambling Man (p154) Double or Nothing (p155) The Devil's Own Luck (p155) Know When to Fold 'Em (p155) Never Bluff a Bluffer (p156) Winnings (p156) Players' Club (p156) Gambling Buddy (p156) Compels involving gambling are escalated: 2 fate points gained or spent Once per scene after losing. tells if result is above or below skill May use Gambling instead of Deceit or Empathy to deal with bluffs Once per session. three improvements (defined between sessions) Use Drive instead of Engineering to work on cars. if have succeeded with Empathy before With successful read. physical consequence Once per scene. ENDURANCE Last Leg (p144) Feel the Burn (p144) Face the Pain (p144) Tireless (p145) Bounce Back (p145) Death Defiance (p146) Developed Immunities (p146) One Hit to the Body (p146) Thick Skinned (p147) Man of Iron (p147) May spend a fate point to defer being taken out or taking consequences May take one extra moderate. each shift reduces time units of sleep needed Reduce time to recover by two units If out of view of other PCs.. or Drive . introduce on the fly a companion with Gambling and 2 advances GUNS Long Shot (p157) Shot on the Run (p157) Stay on Target (p157) Trick Shot (p157) Fast Reload (p158) One Shot Left (p158) Rain of Lead (p158) Quick Draw (p159) Lightning Hands (p159) Snap Shot (p159) Gun-Crazy (p159) Custom Firearm (p160) Two Gun Joe (p160) Shoot 1 zone further: pistols to 3 zones. may make a throw maneuver as a free action May spend a fate point to increase the severity of a consequence one step Once per opponent per fight. damage +1 When tag an opponent's aspects. get an additional +1 Once per opponent per scene. +2 vs. may spend a fate point to act next regardless of initiative May use Guns instead of Engineering when working with guns Special guns with craftsmanship and two other improvements Increase stress of hits by 1. or +2 vs. use Gambling instead of Resources May use Gambling instead of Contacting to make gambling contacts Once per session. once per exchange May use Fists instead of Intimidation when displaying martial arts Move 1 zone and attack at full. uncommon ones. inflict a consequence in addition to normal damage May save spin from defense rolls to use as bonus on your next attack Opponents do not get bonus of numbers against you May use Fists instead of Weapons when using an improvised weapon Opponents who use all-out defense do not get a +2 bonus May tag an opponent with an aspect Any stress to non-character targets is doubled. may ask one yes/no question about target's motives See Investigation. roll at +1 to place an aspects. when fighting 2+ minions. spend a fate point to make the damage a consequence Once per scene.DRIVE Custom Ride (p138) Prototype Car (p138) Car Mechanic (p139) Defensive Driving (p139) One Hand on the Wheel (p139) Turn on a Dime (p140) Unsafe at Any Speed (p140) +1 skill with signature vehicle. may spend fate point to add normal gadget May add any gadget.e. boxes 1 and 3 instead of 4) Gain one additional physical stress box Roll over damage to lower boxes rather than higher Now You've Made Me Mad (p147) Once per scene. rifles to 4 or more May use Guns skill as defense against physical attacks When aiming. ones already encountered May fill in lower wound boxes adding up to the damage (i. or move 2 zones and attack at -1 Get +3 for full defense instead of +2 After getting spin on defense. may call for both sides to reroll to tie or lose double May use Gambling skill for tests of pure luck Opponent rolls secretly in advance. defense rolls are +1..

INTIMIDATION Infuriate (p161) Subtle Menace (p161) The Serpent's Tongue (p161) Unapproachable (p162) Scary (p162) Aura of Menace (p162) Aura of Fear (p162) The Promise of Pain (p163) Steely Gaze (p163) Fearsome Gaze (p163) Master of Fear (p164) +2 skill to make someone angry at you Use Intimidation regardless of power imbalance. may spend fate point to add normal gadget May add any gadget. max once per 2 exchanges Spend half remaining fate points (min 1) to avoid death in crash (including passengers) +1 skill with signature vehicle. use Mysteries instead of Rapport or Deceit Roll Mysteries to implant or remove memories Mesmerist attack to place temporary aspect or compel behavior through conflict Make two predictions per session instead of one Roll Mysteries instead of Survival to find herbs. treated as gadget with three improvements Once per session. or Pilot . of Average quality with 1 advance (2 if accept need) A Fair quality companion with Independent and Skilled(Leadership) and 2 advances 2 Average quality minions by default. 1 time unit faster With minutes of calm conversation. he takes 2 consequences instead Use Aura of Fear with no -2 penalty. and instead of Science to heal Make a single Mysteries roll instead of Empathy +1 skill in defined field. without actively contacting organization MIGHT Herculean Strength (p171) Piledriver (p171) Unbound (p171) Unstoppable (p171) Wrestler (p172) Body Toss (p172) Hammerlock (p172) All non-combat weight-based difficulties reduced by 2 +4 to attacks with Might against inanimate targets +2 Might to break bonds Use Might instead of Athletics for move actions Use Might instead of Fists for wrestling Targets considered 1 weight factor less for throw or push +1 to action block by grabbing. define artifact on the fly with 3 improvements. three improvements (defined between sessions) Use Pilot instead of Engineering to work on planes. or simple fact with spin Use Rapport instead of Contacting to gather information from neutral or better target Attempts to calm someone down receive a +2 bonus . process legalities 1 time unit faster No penalty for lack of familiarity with the locale Your organization has Resources of your Leadership minus 2 Use Leadership instead of Deceit to infiltrate an organization Gain information from organization 1 time unit faster. or faster with shifts Gain information 2 time units faster. write down a guess. gain +2 to Investigation No increased difficulty from small/subtle clues Investigation efforts 1 or 2 time units faster LEADERSHIP Personal Conspiracy (p167) Lieutenant (p167) Minions (p168) Reinforcements (p168) Legal Eagle (p169) World Court (p169) Funding (p169) Instant Functionary (p170) Center of the Web (p170) Ubiquity (p170) May define a contact on the fly. reduce superior position bonus by 2 Use Intimidation instead of Empathy or Rapport to read through fear May use Intimidation instead of Resolve to defend against Rapport. take full action and spend fate point to intimidate all opponents at -2 Threaten and spend fate point to force a consequence instead of stress Lock eyes to force Intimidation contest until interrupted or a consequence is taken If opponent takes a consequence from Steely Gaze. and if correct use Investigation or Empathy for any skill May eavesdrop on conversations he can only see When concentrating on only the specified sense. and minions may not roll to defend INVESTIGATION Scene of the Crime (p164) Eye for Detail (p164) Uncanny Hunch (p165) Lip Reading (p165) Focused Sense (p166) Impossible Detail (p166) Quick Eye (p166) May roll Investigation in seconds when revisiting a previously investigated place Spend a fate point to make a perception-based roll from memory Once per scene. Deceit. +2 in specialty Use Mysteries to investigate occult climate of a place.1 for other vehicles RAPPORT Best Foot Forward (p181) Five Minute Friends (p182) International (p182) Ladies' Man/Popular Gal (p182) Blather (p182) Heart on My Sleeve (p183) The Right Questions (p184) Smooth Over (p184) First impression roll may never be lower than base Spend fate point to make a friend in five minutes No penalties for unfamiliarity with setting +2 bonus to Rapport for seduction of compatible targets Roll Rapport vs Resolve or Rapport to distract continuously +1 to defend against Empathy read by choosing aspect to reveal. inflict 1 stress for failed escapes MYSTERIES Artificer (p172) Personal Artifact (p173) Rare Artifact (p173) Mesmerist (p174) Hypnotic Speech (p174) Mind's Shadow (p174) Enthrall (p175) Fortuneteller (p176) Herbal Remedies (p176) Palm Reader (p176) Secrets of the Arcane (p176) Psychic (p177) Spirit Companion (p178) Voices from Beyond (p178) Words on the Wind (p179) Use Mysteries to improve artifacts Magical item. and Empathy May use Intimidation instead of Resolve to defend against Intimidation Spend a fate point to intimidate a target as a free action Once per scene. or against supernatural surprises A companion with 3 advances who must be called (requires 1 minute or fate point) May summon spirits of the dead or other planes Once per session. request an omen and roll Mysteries vs. willing targets always at +2. max penalty of -2 otherwise No increased difficulties due to environment Use Pilot instead of Guns to attack with armed plane Do 2 extra points of stress with attacks from above. fate point for impossible Never lost under mundane circumstances. but dark past aspect No limits to target skills. Mediocre PILOT Barnstormer (p179) Flawless Navigation (p179) Fly by Night (p180) Flying Ace (p180) Death From Above (p180) Walk Away From It (p180) Personal Aircraft (p181) Prototype Aircraft (p181) Plane Mechanic (p181) Always fit plane through any possible opening. plus 3 upgrades Spend a fate point to replace up to half your minions +2 Leadership for legal procedures.

with a distraction +2 on juggling or use Sleight of Hand instead of Art for performance Use Sleight of Hand + 1 instead of Art to entertain Within an arena you control. +1 with that mount for that session WEAPONS Flawless Parry (p203) Riposte (p203) Turnabout (p204) Catch (p204) Ricochet (p204) Good Arm (p205) Anything Goes (p205) Close at Hand (p205) Weapon of Destiny (p206) Weapons of the World (p206) Get +3 bonus instead of +2 for full defense action using Weapons May use spin in defense to immediately inflict 1 stress as a free action Once per opponent per scene. and one extra element (see description) Headquarters has three extra elements instead of one Headquarters has all extra elements. instead of per 2 shifts +1 skill in surgery or intensive medicine. spend fate point to make a roll +4 SCIENCE Forensic Medicine (p191) Doctor (p191) Medic (p191) Surgeon (p192) Scientific Genius (p193) Theory in Practice (p193) Scientific Invention (p193) Weird Science (p194) Mad Science (p194) May use Science instead of Investigation for medical evidence +2 for rolls of first aid or medical attention Remove 1 level of stress per shift. within limits as an animal +2 when interacting with a specified animal type Roll Survival vs Mediocre to summon (number = shifts) of nearby friendly creatures +2 with all of a broad class of animals (sea. one of which may be unique and distinctive One staff is companion with Independent and 3 other advances +1 to Resources when trying to purchase the best of something Once per session. +3 with full defense action State true intentions for +1 to Intimidation or Resolve rolls May take one additional moderate consequence of any type May always invoke a consequence for a bonus May convert any one health stress to two 1-point composure stress RESOURCES Grease the Wheels (p187) Money Talks (p187) Home Away From Home (p188) Headquarters (p188) Lair (p189) Stately Pleasure Dome (p189) Trusted Employee (p190) Best That Money Can Buy (p190) Long Term Investment (p190) Money Is No Object (p190) May use Resources instead of Leadership whenever bribes could be accepted Use Resources instead of Contacting to publically find someone or something May specify once the location of a second Library/Lab/Workshop One property has quality +2. +2 in specialty Once per scene. +2 in specialty +1 skill in chosen field. spend a fate point to use Science instead of any skill. may use Stealth in the open May move one zone per exchange while remaining hidden.RESOLVE Smooth Recovery (p184) Cool Customer (p184) Aplomb (p185) Unflappable (p185) Right Place. Mediocre to remove first stress box Roll over composure stress to lower boxes rather than higher +2 Resolve to defend against purely fear-based Intimidation actions May use Resolve to defend in physical combat. once per session +1 for a scene with a new weapon. at a -1 penalty May use anything as a weapon without penalty No supplemental action penalty when drawing a weapon +1 with signature weapon. land. which is always nearby if possible No familiarity penalty. gaining one piece of information per shift No penalty to other actions for riding +2 for sprint actions while mounted No penalties for lack of familiarity +2 on all rolls to break a new mount. take full action to roll Resolve vs. or move/take cover +2 Resolve vs. but +2 to stress of hit May throw up to two zones away instead of one. or vermin) +2 to find your way out. halve discovery penalties May attack while remaining hidden. Right Time (p185) Inner Strength (p186) Iron Determination (p186) Still Standing (p186) Driven (p186) Unyielding (p187) Take one additional moderate social or mental consequence Once per exchange. Use Science instead of Engineering to create gadgets May create and upgrade late 20th century gadgets and help engineers to do the same May create impossible futuristic gadgets within a defined theme SLEIGHT OF HAND Bump and Grab (p195) Cool Hand (p195) Sucker Punch (p195) Juggler (p196) Legerdemain (p196) Stage Magic (p196) Master of Illusion (p197) Spend a fate point to make a simple attempt as a free action No increased difficulty due to environment for any fine manual work Use Sleight of Hand instead of Fists for the first exchange. spend a fate point to use spin as a free attack May use spin to catch thrown weapons May make trick shot with -1 penalty. no size limit for Sleight of Hand targets Reduce time to prepare tricks by 3 units STEALTH In Plain Sight (p197) Master of Shadows (p197) Shadowed Strike (p198) Deadly Shadows (p198) Quick Exit (p198) Vanish (p199) Hush (p199) Lightfoot (p199) Like the Wind (p200) No increased difficulty due to environment. with no penalties for unfamiliarity Roll Survival to track. without other stunts +2 to circumvent weight-based triggers or avoid tracking Reduce discovery penalties for movement by half SURVIVAL Animal Companion (p200) Animal Friend (p201) Call of the Wild (p201) King of the Beasts (p201) Due North (p202) Tracker (p202) Hands Free (p202) Hell Bent for Leather (p202) Ride Anything (p203) Breaking it In (p203) Companion character with 4 advances. sell an investment for +2 to a Resources roll Once per session. using Stealth to defend May use Stealth for attack rolls Roll Stealth vs highest Alertness present to disappear May disappear as a full action in the middle of a conflict Roll Stealth for a group (max = Stealth number) under your orders. given a story . if fail take minor conseq. attempts to get in your head.