Resolve Stunts

Cool

✪ Smooth Recovery [Resolve]

While most characters with Resolve can keep things together under stress, for your character it is second nature, allowing him to regain his footing in the face of even the direst of outcomes outside of physical conflict. This stunt allows the character to take one additional moderate, social or mental consequence than normal, allowing him to take up to four total consequences of that variety.

✪ Cool Customer [Resolve]

Requires Smooth Recovery

The character is so at ease in times of social stress that nothing seems to dent his calm regard of the situation. The character may take a full action once per exchange to roll his Resolve against a target of Mediocre.
If successful, he may remove a checkmark in his first mental stress box (at the one-point stress position). If he desires, after a successful roll, he may instead spend a fate point and remove any single composure stress track box of a value equal to or less than the shifts he gained on his roll.

✪ Aplomb [Resolve]

Requires Smooth Recovery

When possible, the character’s composure stress track rolls down instead of up. Whenever the character’s composure stress would roll up to the next empty box, it instead rolls down to the first empty box of a lesser value. If there are no available boxes of a lesser value, the stress rolls up normally.

✪ Unflappable [Resolve]

Requires Smooth Recovery

The character is simply not prone to fear. While Intimidation efforts against him might provoke other emotions, they can rarely scare him; he gains a +2 to his Resolve when defending against a purely fear-based Intimidation action.

✪ Right Place, Right Time [Resolve]

Requires Unflappable

The character seems to always be in a safe spot, without moving in any obvious way. When engaged in physical combat, characters with this stunt may use Resolve as their combat skill when defending, and may also use it to move or take cover (so long as they merely saunter; no sprints allowed).
To the outside world, it appears that the character is simply staying put and unfazed as gunfire and other attacks miss him by scant inches, or is picking up his undisturbed martini as the werewolf rushes past. Circumstance conspires to leave the character undisturbed so long as his defense is not beaten.

Tenacity

✪ Inner Strength [Resolve]

Whenever someone is trying to get inside your head – be it through psychic means (as with some mesmerism stunts), or through extensive torture – you receive a +2 to your Resolve defense even without resorting to a full defense action. If you do go for a full defense, you may, but it only nets you a +3 in total.

✪ Iron Determination [Resolve]

It is apparent to all around you exactly how far you are willing to go in order to get what you want. You may, when you bluntly speak your true intentions in a social interaction, trigger the effects of this stunt, immediately gaining a +1 bonus which applies to all subsequent Intimidation or Resolve rolls, as well as any social defense, in that scene. However, if you do this, you may no longer use Rapport with the same audience, as you have peeled away the façade of civility.

✪ Still Standing [Resolve]

Requires Inner Strength

This character simply does not know when to quit. The character may take one additional moderate consequence of any type. This allows the character to take a total of four consequences in any conflict and, if combined with Feel the Burn (page XX), can allow the character to take up to five in a physical conflict. Similarly, it may be combined with Smooth Recovery (page XX) to take up to five consequences in a social or mental conflict.

✪ Driven [Resolve]

Requires Still Standing

The character draws inspiration from his setbacks, no matter what the circumstances. A character with this stunt is always considered to have an “inspiration” rationale to spend fate points to invoke any of the consequences he has taken for rerolls and bonuses; no other justification is necessary.

✪ Unyielding [Resolve]

Requires Driven

The character’s force of will is enough to keep him going in the direst of circumstances. Any time the character takes health stress (any one hit), he may spend a fate point to instead take two 1-point hits of composure stress (subject to roll-up).

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