Mental Resistance

  • Fierce Mind. +2 to overcome fear with Will. (Peter Blake)

  • Fighting For What You Believe In. Your faith, in someone or something, is absolute. Pick a being or a concept. +2 to Will when defending that thing or when overcoming separation from it. (adapted from http://dfrpg-resources.wikia.com/wiki/Stunts)

  • Gift of Faith. +2 to defend with Will against fear and despair. (Peter Blake)

  • Indomitable/Fearless. +2 to defend against Provoke attacks specifically related to intimidation and fear. (Fate Core, p.127)

  • Inner Strength. +2 to defend with Will against someone trying to get inside your head - be it through psychic means or through extensive torture. (adapted from Spirit of the Century SRD, v6.23.2)

  • Mind of Steel. Magical mental influence is useless against your fortress-like mind! +2 to Will when using it to defend against supernatural mental attacks. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Set In My Ways. You’re old. It took you decades to form your beliefs and you’re not about to abandon them. Add +2 to your Will when using it to resist attempts to change your deeply-held beliefs or your core identity. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Stubborn Faith. You cling to your beliefs with amazing determination. +2 to Will when overcoming or defending against attempts to make you act directly against the principles of your faith. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Trust In My Leader. Pick a person or being who has authority over you and whom you trust. You gain +2 to Will whenever you resist attempts to undermine that trust. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

Stress and Consequences

  • Aplomb. (requires Smooth Recovery.) When you go to check off a mental stress box and that box is already checked, you can check off the next lowest value empty box. If there are no unchecked boxes of a lower value, check off a higher value box as normal. (adapted from Spirit of the Century SRD, v6.23.1)

  • Cool Customer. (requires Smooth Recovery.) You are so at ease in times of mental stress that nothing seems to dent your calm regard of the situation. During a conflict, you may use your action to roll your Resolve against a target of Mediocre. If you succeed, you may either erase a check in your 1-point mental stress box or spend a fate point to erase a check from any single mental stress box with a value equal to or less than the shifts you gained on your roll. (adapted from Spirit of the Century SRD, v6.23.1)

  • Driven. (requires Still Standing.) Whenever you take a moderate or severe consequence from a mental attack, you gain a free invocation on that consequence. (adapted from Spirit of the Century SRD, v6.23.2)

  • Hard Boiled. You can choose to ignore a mild or moderate consequence for the duration of the scene. It can’t be compelled against you or invoked by your enemies. At the end of the scene it comes back worse, though; if it was a mild consequence it becomes a moderate consequence, and if it was already moderate, it becomes severe. (Fate Core, p.127)

  • Never Broken. You gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)

  • Smooth Recovery/Still Standing/Stubborn. (requires Inner Strength.) You simply do not know when to quit. You gain an additional mild consequence slot. This slot can only be used for mental harm. (adapted from Spirit of the Century SRD, v6.23.2)

  • Unyielding. (requires Driven.) Your force of will is enough to keep you going in the direst of circumstances. Each time you take physical stress, you may spend a fate point to instead take two 1-shift hits of mental stress. (adapted from Spirit of the Century SRD, v6.23.2)

New Actions

  • Determinate. Your astonishing determination allows you to push yourself beyond your physical limits. Use Will instead of Physique on any overcome rolls representing feats of endurance. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • I’ll Just Ignore You. Counterarguments are a waste of time. You prefer to simply not listen to the people you disagree with. You may use Will instead of Rapport to defend against attempts to damage your reputation or make you look bad in front of others. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Right Place, Right Time. (requires Indomitable.) You seem to always be in a safe spot, without moving in any obvious way. You may use Will to defend against physical attacks, and may also use it to move or take cover (so long as you merely saunter; no sprints allowed). To the outside world, it appears that you are simply staying put and unfazed as gunfire and other attacks miss you by scant inches, or are picking up your undisturbed martini as the werewolf rushes past. Circumstance conspires to leave you undisturbed so long as your defense is not beaten. (adapted from Spirit of the Century SRD, v6.23.1)

  • Strength From Determination. Use Will instead of Physique on any overcome rolls representing feats of strength. (Fate Core, p.127)

  • Sunday School. Your steadfastness comes from your religious upbringing. You may roll Will instead of Lore whenever seeking or recalling religious knowledge. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • Unbroken Composure. Your mental strength allows you to remain calm when others would be caught off guard. You may use Will in place of Notice whenever someone is attempting to surprise you. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)


  • Extraordinary Concentration. Once per scene, when you successfully create an advantage with Will based on concentration, you gain one additional free invocation. (Peter Blake)

  • Iron Determination. You may, when you bluntly speak your true intentions in a social interaction, immediately gain a +1 bonus on all subsequent Provoke or Will rolls in that scene. However, if you do this, you may no longer use Rapport with the same audience, as you have peeled away the fa�ade of civility. (adapted from Spirit of the Century SRD, v6.23.2)

  • Laser-Like Focus. You find it easy to clear your mind in a stressful situation. +2 to create an advantage with Will related to concentration, willpower, or clear thought. (adapted from http://dfrpg-resources.wikispaces.com/Stunts)

  • The Mind Is the Greatest Mountain. So far as social skills are concerned, you do not exist. You cannot be swayed, befriended, intimidated, or otherwise moved. Your speech reveals nothing about you or the veracity of your words. (If another character has the stunt The Inner Eye Sees Inner Truth, for the purposes of that stunt, your Deceive score is higher than their Empathy.) (Fate System Toolkit, p.95)

  • Parrot. You can perfectly repeat anything you’ve heard in the last hour or so, even if you don’t know the language it was spoken in. (Normally a Will roll would be required to recall the words correctly.) (Peter Blake)