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Fate Core
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===Skills and Stunts=== ====Skills==== '''Skills:''' the primary way in which characters interact with the story. These interactions take the form of four basic actions: Overcome, Create an Advantage, Attack, and Defend. Examples: *Overcome: Ford uses Burglary to pick a lock *Create an Advantage: Tallulah uses Notice to case an orc encampment and discovers that the guard in the tower on the north side is '''Drunk on the Job''' *Attack: Jeroy uses Fight when he takes on a pair of demons, armed with his trusty Soulmate *Defend: Amon uses Will to defend against a mind flayer's domination spell Skills provide both a capability and a context in how actions are carried out. Both Deceive and Shoot can be used to Create an Advantage, but the contexts in which they can be used, and the story effects of their use, will differ wildly. Each character gets a number of skills with bonuses following the Skill Pyramid (see character sheet), with 1 +4/Great skill, 2 +3/Good skills, 3 +2/Fair skills, and 4 +1/Average skills. A full list of skills and which actions they can be used for can be found in the Fate Core book, page 97. ====Stunts==== '''Stunts:''' special traits possessed by a character that modify how skills are used or the effect they have. Every character starts with 3, and can buy up to 2 more for the cost of 1 Refresh. The primary purpose of stunts is to do one of three things: Add a New Action to a Skill, Add a Bonus to an Action, or Create a Rule Exception '''Refresh:''' a value that determines a character's initial Fate Points at the start of every game session. Starts at 3, can be spent to acquire new Stunts beyond the initial 3 or new Magic disciplines beyond the initial 1. Examples: *Add a New Action to a Skill: '''Cat Burglar''' - can use Athletics in place of Burglary in cases where a lock or other security measure does not present an obstacle *Add a Bonus to an Action: '''Feint''' - Gain a +2 bonus when using Deceive to create an advantage using misdirection in combat *Create a Rule Exception: '''Head Games''' - when you succeed with two or more shifts when making a mental attack you can force the target to take a consequence instead of stress. *
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