Edit History
Refresh | 3
High Concept | Supersoldier Assassin
Trouble | Technological Dyslexia
Aspect III | -
Aspect IV | -
Aspect V | -
Backstory
-
Great (+4) | {Fight} {Athletics}
Good (+3) | {Stealth} {Burglary}
Fair (+2) | {Physique} {Empathy}
Average (+1) | {Investigate} {Notice}
Stress | [1] [1] [1] [1]
Mild Consequence | -
Moderate Consequence | -
Severe Consequence | -
List of Example Stunts
Only the Wind Will See Me Go
A momentary distraction is all you need to vanish from the Scene. Provided you are not in the midst of a Conflict, you may roll a quick contest between your Stealth and the highest Notice in the room. If you succeed (or by spending a Fate Point), the next time someone turns to look at or talk to you, you’re not there.
Five-Fingered Discount
Why buy what you can steal? Use Burglary instead of Resources to “buy” things. Everything obtained this way has the Stolen Property Aspect with 1 enemy invocation. The difficulty of an attempt to obtain something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
Tripwire Sensibilities
You’ve run into enough traps that you’ve developed an instinct for avoiding them. You may roll Burglary instead of Investigate or Notice in order to spot or defend against a trap.
KO
+2 to Overcome with Stealth when you have the opportunity to eliminate a character without entering combat.
Parry Everything
Given an appropriate narrative justification - such as being a Supersoldier, a Cyborg or a Mystic Warrior - you can deflect anything, even bullets. You may use Fight to defend against Shoot attacks and other ranged attacks.
Death Defiance
If you are Taken Out in a Conflict, you may spend a Fate Point to Concede instead. After you have collected Fate Points for Conceding, you must spend a further amount of half of your Fate Points, rounded down. Coincidence conspires to keep you alive, and you pass from the view of the other combatants (such as by dropping off a cliff, apparently failing to escape from an exploding building, or the like). You may re-enter play in any subsequent scene in as dramatic a fashion as you see fit, explaining to everyone how you survived. You return with all of your Stress cleared and 1 additional Consequence incurred to reflect the dangers you defied.
- Weeaboo sword
- A variety of instrument cases (for smuggling said sword)
- Shinobi toolbox
- An old teddy bear
Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.
Note: Do not delete this line. Insert new items above this line.
Refresh | 3
High Concept | Supersoldier Assassin
Trouble | Technological Dyslexia
Aspect III | -
Aspect IV | -
Aspect V | -
Backstory
-
Great (+4) | {Fight} {Athletics}
Good (+3) | {Stealth} {Burglary}
Fair (+2) | {Physique} {Empathy}
Average (+1) | {Investigate} {Notice}
Stress | [1] [1] [1] [1]
Mild Consequence | -
Moderate Consequence | -
Severe Consequence | -
List of Example Stunts
Only the Wind Will See Me Go
A momentary distraction is all you need to vanish from the Scene. Provided you are not in the midst of a Conflict, you may roll a quick contest between your Stealth and the highest Notice in the room. If you succeed (or by spending a Fate Point), the next time someone turns to look at or talk to you, you’re not there.
Five-Fingered Discount
Why buy what you can steal? Use Burglary instead of Resources to “buy” things. Everything obtained this way has the Stolen Property Aspect with 1 enemy invocation. The difficulty of an attempt to obtain something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
Tripwire Sensibilities
You’ve run into enough traps that you’ve developed an instinct for avoiding them. You may roll Burglary instead of Investigate or Notice in order to spot or defend against a trap.
KO
+2 to Overcome with Stealth when you have the opportunity to eliminate a character without entering combat.
Parry Everything
Given an appropriate narrative justification - such as being a Supersoldier, a Cyborg or a Mystic Warrior - you can deflect anything, even bullets. You may use Fight to defend against Shoot attacks and other ranged attacks.
Death Defiance
If you are Taken Out in a Conflict, you may spend a Fate Point to Concede instead. After you have collected Fate Points for Conceding, you must spend a further amount of half of your Fate Points, rounded down. Coincidence conspires to keep you alive, and you pass from the view of the other combatants (such as by dropping off a cliff, apparently failing to escape from an exploding building, or the like). You may re-enter play in any subsequent scene in as dramatic a fashion as you see fit, explaining to everyone how you survived. You return with all of your Stress cleared and 1 additional Consequence incurred to reflect the dangers you defied.
(Name of Extra)
Permissions: ?
Costs: ?
Description
- Weeaboo sword
- A variety of instrument cases (for smuggling said sword)
- Shinobi toolbox
- An old teddy bear
Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.
Note: Do not delete this line. Insert new items above this line.
Refresh | 3
High Concept | Supersoldier Assassin
Trouble | Technological Dyslexia
Aspect III | -
Aspect IV | -
Aspect V | -
Backstory
-
Great (+4) | {Fight} {Athletics}
Good (+3) | {Stealth} {Burglary}
Fair (+2) | {Physique} {Empathy}
Average (+1) | {Investigate} {Notice}
Stress | [1] [1] [1] [1]
Mild Consequence | -
Moderate Consequence | -
Severe Consequence | -
List of Example Stunts
Only the Wind Will See Me Go
A momentary distraction is all you need to vanish from the Scene. Provided you are not in the midst of a Conflict, you may roll a quick contest between your Stealth and the highest Notice in the room. If you succeed (or by spending a Fate Point), the next time someone turns to look at or talk to you, you’re not there.
Five-Fingered Discount
Why buy what you can steal? Use Burglary instead of Resources to “buy” things. Everything obtained this way has the Stolen Property Aspect with 1 enemy invocation. The difficulty of an attempt to obtain something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
Tripwire Sensibilities
You’ve run into enough traps that you’ve developed an instinct for avoiding them. You may roll Burglary instead of Investigate or Notice in order to spot or defend against a trap.
KO
+2 to Overcome with Stealth when you have the opportunity to eliminate a character without entering combat.
Parry Everything
Given an appropriate narrative justification - such as being a Supersoldier, a Cyborg or a Mystic Warrior - you can deflect anything, even bullets. You may use Fight to defend against Shoot attacks and other ranged attacks.
Death Defiance
If you are Taken Out in a Conflict, you may spend a Fate Point to Concede instead. After you have collected Fate Points for Conceding, you must spend a further amount of half of your Fate Points, rounded down. Coincidence conspires to keep you alive, and you pass from the view of the other combatants (such as by dropping off a cliff, apparently failing to escape from an exploding building, or the like). You may re-enter play in any subsequent scene in as dramatic a fashion as you see fit, explaining to everyone how you survived. You return with all of your Stress cleared and 1 additional Consequence incurred to reflect the dangers you defied.
(Name of Extra)
Permissions: ?
Costs: ?
Description
- Weeaboo sword
- A variety of instruments cases (for smuggling said sword)
- Shinobi toolbox
- An old teddy bear
Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.
Note: Do not delete this line. Insert new items above this line.
Refresh | 3
High Concept | Supersoldier Assassin
Trouble | Technological Dyslexia
Aspect III | -
Aspect IV | -
Aspect V | -
Backstory
-
Great (+4) | {Fight} {Athletics}
Good (+3) | {Stealth} {Burglary}
Fair (+2) | {Physique} {Empathy}
Average (+1) | {Investigate} {Notice}
Stress | [1] [1] [1] [1]
Mild Consequence | -
Moderate Consequence | -
Severe Consequence | -
List of Example Stunts
Only the Wind Will See Me Go
A momentary distraction is all you need to vanish from the Scene. Provided you are not in the midst of a Conflict, you may roll a quick contest between your Stealth and the highest Notice in the room. If you succeed (or by spending a Fate Point), the next time someone turns to look at or talk to you, you’re not there.
Five-Fingered Discount
Why buy what you can steal? Use Burglary instead of Resources to “buy” things. Everything obtained this way has the Stolen Property Aspect with 1 enemy invocation. The difficulty of an attempt to obtain something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
Tripwire Sensibilities
You’ve run into enough traps that you’ve developed an instinct for avoiding them. You may roll Burglary instead of Investigate or Notice in order to spot or defend against a trap.
KO
+2 to Overcome with Stealth when you have the opportunity to eliminate a character without entering combat.
Parry Everything
Given an appropriate narrative justification - such as being a Supersoldier, a Cyborg or a Mystic Warrior - you can deflect anything, even bullets. You may use Fight to defend against Shoot attacks and other ranged attacks.
Death Defiance
If you are Taken Out in a Conflict, you may spend a Fate Point to Concede instead. After you have collected Fate Points for Conceding, you must spend a further amount of half of your Fate Points, rounded down. Coincidence conspires to keep you alive, and you pass from the view of the other combatants (such as by dropping off a cliff, apparently failing to escape from an exploding building, or the like). You may re-enter play in any subsequent scene in as dramatic a fashion as you see fit, explaining to everyone how you survived. You return with all of your Stress cleared and 1 additional Consequence incurred to reflect the dangers you defied.
(Name of Extra)
Permissions: ?
Costs: ?
Description
- ?
- ?
- An old teddy bear
Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.
Note: Do not delete this line. Insert new items above this line.
Refresh | 3
High Concept | Supersoldier Assassin
Trouble | Technological Dyslexia
Aspect III | -
Aspect IV | -
Aspect V | -
Backstory
-
Great (+4) | {Fight} {Athletics}
Good (+3) | {Stealth} {Burglary}
Fair (+2) | {Physique} {Empathy}
Average (+1) | {Investigate} {Notice}
Stress | [1] [1] [1] [1]
Mild Consequence | -
Moderate Consequence | -
Severe Consequence | -
List of Example Stunts
Only the Wind Will See Me Go
A momentary distraction is all you need to vanish from the Scene. Provided you are not in the midst of a Conflict, you may roll a quick contest between your Stealth and the highest Notice in the room. If you succeed (or by spending a Fate Point), the next time someone turns to look at or talk to you, you’re not there.
Five-Fingered Discount
Why buy what you can steal? Use Burglary instead of Resources to “buy” things. Everything obtained this way has the Stolen Property Aspect with 1 enemy invocation. The difficulty of an attempt to obtain something with Burglary may or may not be the same as the difficulty of an attempt to buy that same thing with Resources, at the GM's discretion. The time required may also vary.
Tripwire Sensibilities
You’ve run into enough traps that you’ve developed an instinct for avoiding them. You may roll Burglary instead of Investigate or Notice in order to spot or defend against a trap.
KO
+2 to Overcome with Stealth when you have the opportunity to eliminate a character without entering combat.
Parry Everything
Given an appropriate narrative justification - such as being a Supersoldier, a Cyborg or a Mystic Warrior - you can deflect anything, even bullets. You may use Fight to defend against Shoot attacks and other ranged attacks.
Death Defiance
If you are Taken Out in a Conflict, you may spend a Fate Point to Concede instead. After you have collected Fate Points for Conceding, you must spend a further amount of half of your Fate Points, rounded down. Coincidence conspires to keep you alive, and you pass from the view of the other combatants (such as by dropping off a cliff, apparently failing to escape from an exploding building, or the like). You may re-enter play in any subsequent scene in as dramatic a fashion as you see fit, explaining to everyone how you survived. You return with all of your Stress cleared and 1 additional Consequence incurred to reflect the dangers you defied.
(Name of Extra)
Permissions: ?
Costs: ?
Description
- ?
- ?
- ?
Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.
Note: Do not delete this line. Insert new items above this line.
Refresh | 3
High Concept | Supersoldier Assassin
Trouble | Technological Dyslexia
Aspect III | -
Aspect IV | -
Aspect V | -
Backstory
-
Great (+4) | {Fight} {Athletics}
Good (+3) | {Stealth} {Burglary}
Fair (+2) | {Physique} {Empathy}
Average (+1) | {Investigate} {Notice}
Stress | [1] [1] [1] [1]
Mild Consequence | -
Moderate Consequence | -
Severe Consequence | -
List of Example Stunts
Stunt
Description
Stunt
Description
Stunt
Description
(Name of Extra)
Permissions: ?
Costs: ?
Description
- ?
- ?
- ?
Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.
Note: Do not delete this line. Insert new items above this line.
Refresh | 3
High Concept | Supersoldier Assassin
Trouble | Technological Dyslexia
Aspect III | -
Aspect IV | -
Aspect V | -
Backstory
-
Great (+4) | {Fight} {Athletics}
Good (+3) | {Stealth} {Burglary}
Fair (+2) | {Physique} {Empathy}
Average (+1) | {Investigate} {Notice}
Stress | [1] [1] [1]
Mild Consequence | -
Moderate Consequence | -
Severe Consequence | -
List of Example Stunts
Stunt
Description
Stunt
Description
Stunt
Description
(Name of Extra)
Permissions: ?
Costs: ?
Description
- ?
- ?
- ?
Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.
Note: Do not delete this line. Insert new items above this line.
Refresh | 3
High Concept | Supersoldier Assassin
Trouble | Technological Dyslexia
Aspect III | -
Aspect IV | -
Aspect V | -
Backstory
-
Great (+4) | {*} {*}
Good (+3) | {*} {*}
Fair (+2) | {*} {*}
Average (+1) | {*} {*}
Stress | [1] [1] [1]
Mild Consequence | -
Moderate Consequence | -
Severe Consequence | -
List of Example Stunts
Stunt
Description
Stunt
Description
Stunt
Description
(Name of Extra)
Permissions: ?
Costs: ?
Description
- ?
- ?
- ?
Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.
Note: Do not delete this line. Insert new items above this line.
Refresh | 3
High Concept | Supersoldier Assassin
Trouble | Technological Dyslexia
Aspect III | -
Aspect IV | -
Aspect V | -
Backstory
-
Great (+4) | {*} {*}
Good (+3) | {*} {*}
Fair (+2) | {*} {*}
Average (+1) | {*} {*}
Stress | [1] [1] [1]
Mild Consequence | -
Moderate Consequence | -
Severe Consequence | -
Stunt
Description
Stunt
Description
Stunt
Description
(Name of Extra)
Permissions: ?
Costs: ?
Description
- ?
- ?
- ?
Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.
Note: Do not delete this line. Insert new items above this line.