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Physical Conflicts

Physical conflict focuses on removing an opponent’s ability to accomplish tasks or accomplishing a


task first. The physical nature of the conflict refers to the nature of the stress tracks and not necessarily
the skills involved. A magical duel hurling fire and lightning is every bit as physical as running,
jumping, and swinging a sword. The ability to accomplish a task depends both on physicality and one’s
commitment to perseverance, making mental endurance an element of physical conflict. As the man
said, “Ninety percent of this game is half mental.” (*Actual Yogi Berra quote.)
Some examples of physical stress tracks:
HEALTH – This track measures a character’s ability to function as peak capacity. It is a measure of
physical fitness and may be augmented by skills or aspects that describe an exceptionally fit character.
The Health track measures endurance as well as strength and vitality, and represents concepts such as
fatigue and injury. Taking out the Health track potentially means lasting physical consequences to the
character.
WILLPOWER – This track measures a character’s ability to act under duress. It is a measure of mental
fitness, and may be augmented by skills or aspects that describe an exceptionally stubborn or resolute
character. The Willpower track measures one’s capacity to cope with pain or hardship, and represents
concepts such as self-discipline, training, and self-control. Taking out the Willpower track potentially
means lasting psychological consequences to the character.
PURSUIT – This track measures the endurance of opponents and their ability to continue the chase. It
comes into play when the primary focus of the scene is movement, when characters are racing or
chasing each other. The Pursuit track acts as an abstract timer on the scene; taking out the Pursuit track
ends the scene and potentially means lasting physical or psychological consequences to the character.
SCORE – This track measures the accomplishment level of opponents within a scene. It comes into
play when the primary focus of the scene is task accomplishment, when characters are competing to be
the first to meet certain conditions. The Score track acts as an abstract timer on the scene taking out the
Score track decisively ends the conflict scene and may create lasting consequences in the form of
rivalries or other story-related aspects.
The Health and Willpower stress tracks are often valid targets for stress even in circumstances where
taking out the stress track should not yield a taken out result. In this case it is helpful to use conditions
(FTK p. 18) as a replacement for consequences for a stress track in this circumstance. In this way, a
character that has his Health or Willpower track taken out during a chase (for example) is at a
significant disadvantage while still maintaining thematic conflict.
Zones in a physical conflict determine which characters may interact and what skills they may use.
Zones provide tactical positioning for characters and complexity in the form of zone-specific aspects or
forced movement. When used in a conflict, a zone denotes the positioning of characters relative to each
other (FC p. 169). When used in tactical positioning, zones are most useful in denoting areas of reach, a
significant determinant of physical combat. This tactical position will be known as a combat zone in
order to differentiate it from ordinary movement zones.
A combat zone describes an area around a combatant within the reach of one’s arms. Every multiple of
an arm’s length should describe an additional combat zone, representing the significant reach advantage
afforded by weaponry. This allows an advantage to be created whereby a combatant may strike at an
opponent without being struck in return, or where a combatant may reduce a weapon’s impact by
stepping inside its reach. Fists and feet would have a range of 0 combat zones. A sword or baseball bat
would would have a reach of 1 combat zone. A pike or other pole arm would have a range of 2 combat
zones. An exotic weapon such as a whip may have a reach of 3 or 4 combat zones.

Hand to Hand Combat


The military defines any hand to hand combat as any engagement in which combatants are within very
short range of each other that does not involve firearms. In Fate, combatants engaged in hand to hand
combat must occupy the same movement zone.
When combatants close to within arm’s reach of each other or when mobility within a zone is severely
restricted, they engage in close-quarters fighting. Combatants may be armed with with saps, gloves,
knives, or other weapons no larger than twice the size of their fist. Extremely small firearms may be
suitable for close-quarters fighting, but are often as dangerous to the wielder as to the target. This type
of combat may be lethal or non-lethal and may include both striking and grappling techniques. Close-
quarters fighting requires combatants to occupy the same combat zone.
When combatants strike at each other from beyond arm’s reach and when mobility within a zone is
relatively free, they engage in melee fighting. Combatants may be armed with any sort of weapon that
expands reach and acts a lever to multiply strength. Firearms such as hand guns may be used
effectively at this range, but long arms such as rifles are not usually wielded conveniently. This type of
combat is usually lethal unless weapons are blunted and combatants are armored. Only striking
techniques may be used at this range; grappling is not possible without closing. Melee fighting requires
combatants to occupy the same movement zone.
Martial arts could be considered the in-depth study close-quarters and melee fighting. Players wishing
to model martial arts conflicts should create the combat skills and stunts as fully developed Extras.
Block
An attempt to defend against stress by controlling the placement of force. An opponent’s strike may be
blocked with fighting skills or by physical training. Generally, an opponent must have a shield or armor
to block strikes made with weapons.
Bully
An attempt to erode an opponent’s willingness to act. An opponent may be bullied through the use of
psychology or with physical force. A bully maneuver may be defeated by force of will or by
demonstrating an advantage. A bullied opponent has his willingness to act impaired, and is unlikely to
be aggressive or to follow up on advantages. If using a Willpower stress track, bullying a foe may
inflict stress.
Corner
An attempt to restrict an opponent’s mobility. An opponent may cornered by main force, through the
use of agility, or through the use of deception. A cornering maneuver may be defeated by main force,
through the use of agility, or through the use of deception. A cornered opponent may not move freely or
use mobility-based defenses.
Crush
An attempt to inflict stress through main force. A crushing maneuver may be attempting with fighting
skills or with main force.
Disable
An attempt to take out a specific aspect on an opponent. An opponent may be disabled by main force,
through the use of leverage, or with entangling equipment. A disabled opponent has had their capability
reduced in some way related to skill usage, usually by removing the ability to use a skill or limb. An
opponent with a disabled arm may no longer take actions that require two hands. A disabled leg reduces
options related to mobility. A disability may be overcome using recovery skills or by creating an
advantage that enables another skill to replace the disabled skill.
Disarm
An attempt to take away an opponent’s weapon. An opponent may be disarmed by main force, through
the use of leverage, or with entangling equipment. A disarm attempt may be defeated by main force,
through the use of leverage, or with retaining equipment. A disarmed opponent no longer gains the
benefits of using his weapon.
Dodge
An attempt to defend against stress by evading an attack. A dodge may be attempted with fighting skills
or with agility. A dodge that succeeds with style may also choose to move to an adjacent zone.
Drive
An attempt to forcibly move an opponent. An opponent may be driven by deception or intimidation or
through the use of agility or fighting skills. An attempt to drive may be resisted through the use of
agility, fighting skills, or perception. A driven opponent is forcibly moved to an adjacent zone or onto
an aspect in the current zone; on success with style, a driven opponent may be moved to a non-adjacent
zone.
Entangle
An attempt to restrict an opponent’s mobility and skill use. An opponent may only be entangled with
entangling equipment through the use of fighting skills or entrapment. An attempt to entangle may be
defeated with fighting skills, agility, or through perception. An entangled opponent is unable to move
freely or to use agility-based skills.
Feint
An attempt to deceive an opponent as to one’s own intention. A feint may be performed using agility or
through deception. A feinting maneuver may be defeated through the use of perception or agility. A
feinted opponent is unable to evaluate an attack and choose a correct defense; he may not use his
strongest defense skill against an attack. Alternately a defensive feint means an opponent may not select
his strongest attack skill. A feinted opponent does not suffer an automatic restriction, the advantage
must be compelled.
Flank
An attempt to gain an advantageous position against an opponent. An opponent may be flanked through
the use of deception or agility. A flanking maneuver may be defeated through the use of deception or
agility. A flanking opponent has moved into an area his opponent is less able to sense and attack. A
flanked opponent is less able to defend himself from attack and may not use precision-based defenses
or attacks.
Grapple
An attempt to initiate and maintain physical contact with an opponent. A grapple may be created or
broken by main force, through the use of leverage, or with entangling equipment. When an opponent is
grappled, both parties are unable to move freely; movement of any kind consumes an action. A grapple
creates a superior position for the grappler, and an inferior position for the grappled. Until the grapple
is broken, every action the grappled opponent takes that is not an attempt to escape the grapple must
first overcome the grapple. The grappler may continue to take actions without additional opposition.
Higher Ground
An attempt to gain a superior tactical position. A combatant who holds the high ground is better able to
strike at his opponent’s vulnerable head and neck areas while limiting exposure to his own vulnerable
areas. High ground may be gained through agility or deception. An attempt to move to high ground
may be defeated with agility or perception.
Hold at Bay
An attempt to keep an opponent from moving within range to strike. Weaponry affords a significant
advantage in the ability to strike an opponent while remaining out of the opponent’s reach. Holding an
opponent at bay means refusing to allow him to enter a combat zone where he may attempt a strike; a
combatant must have superior reach in order to hold an opponent at bay. Holding an opponent at bay
may be attempted with fighting skills, deception, or agility; the attempt may be defeated with fighting
skills, perception, or agility.
Intimidate
An attempt to restrict an opponent’s desirable actions. An opponent may be intimidated by displays of
skill, displays of force, through the use of psychology, or through the use of deception. An intimidated
opponent will be cautious and defensive in combat, unwilling to take the role of aggressor or to take
chances in an encounter. An intimidated opponent may hold his action until others have acted. An
intimidation attempt may be defeated through the use of perception or through the use of psychology.
Knock Down
An attempt to knock an opponent off his feet. An opponent may be knocked down by main force,
through the use of leverage, or by sabotaging his footing or balance. Once knocked down, the opponent
is unable to move freely and more vulnerable to attack. Standing up consumes his free movement on
his turn, and may consume an action if the attempt to stand is opposed. Moving around a zone or
between zones always consumes an action. An opponent on the ground is less able or unable to use
mobility-based defenses.
Off Balance
An attempt to impair an opponent’s mobility and skill use. An opponent may be put off balance by
main force, through the use of leverage, through the use of agility, through the use of deception, or
through the use of psychology. An opponent who is off balance may not move freely or take actions
that depend on precision-based skills. Recovering his balance consumes an opponent’s free movement
on his turn, and may consume an action if the attempt is opposed. An off balance maneuver may be
defeated by main force, through the use of leverage, through the use of agility, through the use of
deception, or through the use of psychology.
Parry
An attempt to defend against stress by redirecting an attack. An opponent’s strike may be parried with
fighting skills or by agility. Generally, an opponent must have a defensive weapon in order to parry
strikes by other weapons.
Pin
An attempt to severely restrict an opponent’s mobility. A opponent may be pinned or escape a pin by
main force, through the use of leverage, or with entangling equipment. An opponent who is pinned
cannot move freely; substantial movement of any kind is impossible. Until the pin is broken, every
action the pinned opponent takes that is not an attempt to escape the pin must first overcome the pin.
The pinning opponent may continue to take actions without additional opposition. A pinned opponent is
automatically grappled as well.
Prevent
An attempt to defend against stress by making the stress attempt undesirable. Any attempt to inflict
stress may be targeted with a prevention defense. This is a psychological action, and the combatants
must be able to communicate effectively. It may be a sudden outburst, an appeal for mercy, revelation
of information, or some other form.
Shove
An attempt to forcibly move an opponent. An opponent may be shoved by main force or through the
use of leverage. A shove may be resisted by main force, through the use of leverage, or through the use
of agility. A shoved opponent is forcibly moved to an adjacent zone or onto an aspect in the current
zone; on success with style, a shoved opponent may be moved to a non-adjacent zone.
Strike
An attempt to inflict stress through striking. A strike may be attempted with fighting skills or by main
force.
Stun
An attempt to temporarily prevent an opponent from acting. An opponent may be stunned by main
force, through the use of leverage, or through the use of psychology. A stunned opponent may not move
freely or act in a focused manner to defend or attack. Until the stun is overcome, every action the
stunned opponent takes that is not an attempt overcome the stun must first overcome the stun. A stun
may be overcome or defeated by main force, through the use of leverage, or through the use of
psychology.
Surround
An attempt to severely restrict an opponent’s mobility. An opponent who is facing multiple foes or a
mob may be surrounded through the use of deception or agility. A surrounding maneuver may be
defeated through the use of deception or agility. A surrounded opponent is unable to guard against all
possible attacks and unable to attack all possible opponents. He may not move freely or use mobility-
based defenses. A surrounded opponent is not automatically flanked as well.
Taunt
An attempt to initiate a particular action on the part of an opponent. An opponent who is able to
communicate with or understand communication by his opponent may taunt through the use of
psychology, deception, or body language. A taunted opponent does not focus correctly on the situation,
and makes sub-optimal choices. A taunted opponent will ignore other factors in a conflict to focus on
the taunting opponent, often in direct response to the subject of the taunt. A taunting maneuver may be
defeated through the use of perception or psychology.
Throw
An attempt to forcibly move an opponent. An opponent may be thrown by main force or through the
use of leverage. A throw may be resisted by main force, through the use of leverage, or through the use
of agility. A thrown opponent is not automatically knocked down as well. A thrown opponent is forcibly
moved to an adjacent zone or onto an aspect in the current zone; on success with style, a thrown
opponent may be moved to a non-adjacent zone.
Ranged Combat
Ranged combat refers to any engagement in which combatants use missile weapons to strike at each
other from beyond arm’s reach. In Fate, ranged combat refers specifically to opponents engaging each
other from separate movement zones.
Ranged combatants must be armed with missiles, missile weapons, or ranged powers. Missiles may
take the form of direct strikes or indirect strikes. Combat at range is usually lethal unless missiles are
specially formulated and combatants are armored. Movement with a zone may be free or obstructed.
Communication may or may not be possible; if communication is possible, tactics such as taunting and
intimidation may also be viable.
Autofire
A fully automatic weapon may continuously discharge rounds into a target area as long as the firing
mechanism is depressed and the ammunition supply holds out. Occupants within the area of
suppression (targeted zone) may no longer move freely, and become subject to an environmental
aspect that attacks all occupants not taking cover. The attack value of this aspect should equal the
attack value of the shooter. Selective fire is not possible with autofire.
Bump Fire
A semi-automatic weapons may discharge multiple rounds into a target area in a manner which
simulates the action of a fully automatic weapon. Occupants within the area of suppression (targeted
zone) may no longer move freely, and become subject to an environmental aspect that attacks all
occupants not taking cover. The attack value of this aspect should equal the attack value of the shooter
-1. Selective fire is not possible with bump fire.
Burst Fire
A firing mode that allows an equipped semi-automatic or fully automatic weapon to fire a select
number of rounds. Burst fire is used to by semi-automatic weapons to increase damage by firing
multiple rounds at an individual target and by fully automatic weapons to conserve ammunition. Burst
fire is a form of selective fire.
Concealment
A combatant using concealment imposes an object with the potential to obscure perception between
himself and the source of fire. Concealment obstructs perception, limiting a combatant’s exposure to
fire and enabling him to move freely. Incoming fire that does not strike its target may strike another
target within the field of fire instead. Camouflage is a form of concealment. A combatant firing from
within concealment has the potential to reveal his position, negating the benefits of concealment.
Covering Fire
Covering fire or suppressive fire restricts a combatant’s ability to move freely or to act effectively.
Covering fire assists other combatants in moving within or between zones. Covering fire creates an
area of suppression aspect attached to a movement zone and may use automatic fire or selective fire.
Crossfire
Interlocking fields of fire create a crossfire. A crossfire may be used offensively to restrict the
movement of combatants within or between zones. Multiple units must coordinate their fire in order to
create a crossfire. A crossfire may use any combination of automatic fire and selective fire. A crossfire
may be used defensively against a combatant who finds an ally in his field of fire, making it
undesirable to fire for fear of striking the ally. A combatant firing into a defensive crossfire who misses
the intended target, immediately makes a second attack roll against an ally within the field of fire.
Defilade
A combatant “in defilade” holds a position that cannot be engaged with direct fire and which provides
some mobility. The combatant gains the benefits of taking cover. The areas behind the reverse slope of
a hill, within a depression, behind a berm, or within a trench are all forms of defilade. A position in
defilade provides some mobility within or between zones. A combatant who engages a target with
direct fire from defilade may also be engaged with direct fire, but still gains the benefits of taking
cover.
Direct Fire
A combatant who can draw a line of sight to his target may subject that target to direct fire.
Disable
An attempt to take out a specific aspect on an opponent, i.e. “shooting to wound”. A disabled opponent
has had their capability reduced in some way related to skill usage, usually by removing the ability to
use a skill or limb. An opponent with a disabled arm may no longer take actions that require two hands.
A disabled leg reduces options related to mobility. A disability may be overcome using recovery skills
or by creating an advantage that enables another skill to replace the disabled skill.
Dodge
An attempt to evade incoming fire using mobility. A combatant dodging fire attempts to move within or
between zones using irregular motions, sudden starts and stops, or other disorienting tactics.
Draw a Bead
An attempt to increase the accuracy of one’s aim. Drawing a bead on a target means the shooter is
exercising control of his own body movements and anticipating the movements of the target. The
difficulty to draw a bead on a target may be set by the target’s agility, or by the environment if the
target is unaware of the shooter. A successful action places the aspect Targeted (for example) on the
target, who may no longer move or act without being observed.
Enfilade
A combatant is “in enfilade” when it is subject to direct fire, or when fire may directed down the length
of the longest axis of a column of units. A combatant placed in enfilade no longer benefits from
defilade.
Fire for Effect
An action in which a forward observer directs other combatants in coordinated fire. The forward
observer uses his perception, tactical skill, or weapon skill to increase the accuracy of other combatants
or as a shock and awe tactic. A fire for effect action may be used with any combination of direct fire
and indirect fire.
Hull-Down
A position held by a vehicle such that the main body of the vehicle is not exposed to direct fire, but
mounted weaponry is still able to engage an opponent. A hull-down vehicle is in defilade, and gains
the benefits of taking cover. Sailing ships are hull-down when only the prow is visible to an opponent.
Indirect Fire
When a combatant does not possess a line of sight to his target, he may only deliver indirect fire.
Indirect fire negates the benefit of taking cover to intercept projectiles, although combatants behind
cover still benefit from concealment. Only missiles which travel in an arc may be used for indirect fire,
such as thrown projectiles and mortar shells. Bullets and arrows technically travel in an arc, but are
strictly forms of direct fire.
Overwatch
A unit that supports the mobility of another unit with covering fire is using overwatch fire and
movement tactics. Overwatch is commonly used to make covering fire more effective. Unlike covering
fire, an overwatch advantage may be created without expending any rounds by maneuvering into a
position to provide covering fire.
Ricochet
A ricochet uses a missile’s elasticity and energy to rebound from a surface as a means of striking a
target taking cover. Thus, a ricochet is a form of indirect fire. The accuracy of a ricochet is greatly
reduced compared to other forms of indirect fire. An attempt to ricochet increases the difficulty to hit
by +2.
Selective Fire
A combatant using selective fire takes action against a single discreet target.
Shock and Awe
Also known as the doctrine of rapid dominance, shock and awe tactics attempt to affect an opponent’s
will to fight, perception of the battlefield, and ability to respond to force. These tactics may be
psychological, make use of weaponry, or utilize elements of the scene. Successful shock and awe
tactics will inflict stress on an opponent’s Willpower track (for example), restrict mobility, or create a
false impression of the attacking force’s strength or mobility.
Smoke Screen
An obstructive tactic used to impair the ability of units to perceive the battlefield. A smoke screen need
not be literal smoke, but any tactic or device which impairs the ability of a combatant to perceive
movement on the battlefield or to target an opponent. A smoke screen allows units to move without
being observed and provides a form of concealment.
Strafing Fire
A combatant moving at full speed while using autofire or bump fire to create an area of suppression
is using strafing fire. Because a combatant is moving while also firing, accuracy is greatly decreased
but the shooter also gains the benefits of dodging. Occupants within the area of suppression (targeted
zone) may no longer move freely, and become subject to an environmental aspect that attacks all
occupants not taking cover. The attack value of this aspect should equal the attack value of the shooter
-2. Selective fire is not possible with strafing fire.
Take Cover
A combatant taking cover imposes a physical object with the potential to intercept missiles between
himself and the source of fire. Cover obstructs perception, limiting a combatant’s exposure to fire and
enabling him to move freely. Incoming fire that does not strike its target strikes the cover instead.
Trick Shot
Any action involving the discharge of a missile weapon for the purpose of creating some effect or at a
highly specific target.
Hot Pursuit
The focus of a chase scene is on the mobility of the characters and their attempts to escape, evade,
intercept, and out maneuver each other. Opponents involved in a chase are assumed to have parity of
movement; they are able to move at similar rates and in a similar fashion. In a dramatically interesting
chase, the characters will also have some ability to interact with each other for the duration of the
chase. As such, pursuit is set up with the same zone structure as with combat.
Chasers are considered to be within the same zone at all times for purposes of interaction, and may
move or be moved into other zones as desired. Unlike ordinary movement, chasers move together so
that they are normally always within the same zone. If a chaser desires to move to an adjacent zone, he
must use an action to do so. Once in separate zones, chasers continue to maintain this relative zone
placement until one party uses an action to change zones. An opponent being chased is in the fleeing
position; an opponent doing the chasing is in the harrying position.
[SIDEBAR]
Another set of chase rules is found in the Fate System Toolkit (p. 52). All of these maneuvers are useful
in that rule set as ways to inflict stress or create an advantage. The Chase track from the Fate System
Toolkit measures relative placement of characters within the scene, while the Pursuit track measures
the endurance of characters within the scene. Nothing prevents the use of both stress tracks in a chase
scene; the more stress tracks present, the greater the tactical complexity and duration of the scene.
[/SIDEBAR]
Participants in a chase scene have a Pursuit stress track which may be modified by skills or aspects
relevant to the type of movement (e.g. agility for a foot race or driving skill for a car chase). The stress
track starts at 2 and is modified by relevant aspects or skills rated at +3 or better. The Pursuit track
therefore measures one’s endurance in the chase rather than distance or speed. While this stress track
acts as a limitation on character participation rather than ability, and getting taken out results in a
change of scene rather than personal consequences, a character may still opt to soak stress with his
consequence slots in place of his stress track. This trades a short term benefit for potential trouble down
the line.
If preferred, characters can chase as a team, using only the lowest Pursuit stress track within the party
to represent the whole party. This means the characters are acting in concert with each other; they can
benefit from the teamwork rules (FC p. 174) and can split stress between everyone’s consequence slots.
The basic rules for teamwork modify the highest skill value in the party but a chase depends on the
weakest member rather than the strongest. Use the lowest skill value in the party as the base and then
modify as normal for teamwork. Chasing as a team also means that the entire party may be taken out at
the same time, losing the chase as a single unit. If desired, the team may be given one or more group
consequence slots.
Distract
An attempt to shake an opponent’s concentration and force him to make mistakes. A distraction
maneuver may be a psychological ploy such as a taunt or threat, a physical action like laying a smoke
screen or shooting at the opponent, or an environmental change like heading into an area with hairpin
turns and many civilians.
Evade
An attempt to control the chase by changing position and an opponent’s knowledge of one’s
positioning. A fleeing opponent may use this maneuver to inflict stress on the Pursuit track. Either party
may use it to create an advantage related to their position within the chase or to change zones within
the chase area.
Force
An attempt to control the chase by forcibly moving an opponent. A force maneuver may be attempted
through deception, intimidation, or movement skills. A forced opponent is forcibly moved to an
adjacent zone or onto an aspect in the current zone; on success with style, a forced opponent may be
moved to a non-adjacent zone.
Hold It Steady
An attempt to maintain existing positioning within the chase. This maneuver is used to defend against
attempts to control the chase and is usually attached to a movement skill.
Intercept
An attempt to control the chase by changing position within the pursuit. A harrying opponent may use
this maneuver to inflict stress on the Pursuit track. Either party may use it to create an advantage
related to their position within the chase or to change zones within the chase area.
Match Speed
An attempt to maintain existing positioning within the chase. This maneuver is used to defend against
attempts to control the chase as well as to create advantages relating to defensive tactics. Matching
speed may be used offensively to increase the effectiveness of distraction tactics or forced movement.
This maneuver is usually attached to a movement skill.
Obstruct
An attempt to control the chase by introducing environmental obstacles to movement. Chasers
attempting to obstruct movement either steer the chase into environments with existing obstacles or
find some way to create new obstacles to the chase. Environmental conditions affect all chaser equally,
but the obstructing opponent enjoys the advantage of choosing the obstacle. When a new aspect is
successfully placed on the scene, the creating character also gains an advantage related to the new
aspect and one or more free invokes.
Punch It
An attempt to control the chase by changing position within the pursuit. Punching it lays on the speed
and emphasizes aggressive movements. Either party may use this maneuver to inflict stress on the
Pursuit track, to create advantages related to speed or aggression, or to change zones within the chase
area.
Reverse
An attempt to control the chase by changing position within the pursuit. A reversal lays on the brakes
and emphasizes defensive movements. Either party may use this maneuver to inflict stress on the
Pursuit track, to create advantages related to braking or defensiveness, or to change zones within the
chase area.
Slam
An attempt to force an opponent into a collision with another chaser. A slam does not force movement
within or between zones. A slam may be used to inflict stress on the Pursuit track or create advantages
related to performance or movement skills.
Stunt
Any dangerous, reckless, unanticipated, or ill-advised action attempting to inflict stress or create an
advantage may be considered a stunt. Stunts usually take advantage of the environment or equipment
and can create a psychological as well as physical advantage.

Sports, Illustrated
Organized sports provide the quintessential structured conflict. These are games writ large, where
physical ability and charismatic presence create a commanding force on the field. An extended sporting
event can provide a centerpiece of dramatic action not just for the scene, but for the session or story as
a whole. In addition to the game itself, a host of other activities surround the sports arena from
gambling to fixing to political maneuvering. The physicality of the game makes an excellent mirror for
emotional and social conflict, allowing characters to metaphorically exorcise their personal demons on
the field and use off-field interaction to affect on-field performance.
Just like any other stress track, an opponent’s or team’s Score track measures their ability to continue to
participate in the event. Teamwork is an integral part of sporting events and having a strong team
captain makes a huge difference in the performance of the whole team. To reflect this, every team (ally
group) is given a Score stress track equal to the highest primary conflict skill on the team. Teams with a
skill advantage will also enjoy a stress track advantage. Teams may soak consequences by dividing
them between the skill slots of participants, allowing characters to make personal sacrifices for the
good of the team. If desired, a team may be given one or more group consequence slots.
The rules for gaining the upper hand (FTK p. 168) do an excellent job representing momentum in a
sporting event though it may be more thematic to call it “controlling the ball”. In a story where multiple
sporting events are held, it may be desirable to reserve this rule for the climactic event. In this way
earlier conflicts will move more rapidly and the final showdown will be relatively extended.
The field of play in a sports event is divided into three or more zones, two of which are designated at
the scoring position. When a team is both in control of the game and in their own scoring position, they
may attempt to advance the Score track. Movement in a sports event follows the normal rules for
opposed and unopposed movement.
Actions in a sporting event take three general forms: advancing the score, creating an advantage, and
moving between zones. These rules are not meant to replicate a specific sport, but to provide a
framework for sporting events in general.
Blitz Play
An attempt to overwhelm the opponent with aggressive tactics. A blitz play may be used offensively to
advance the score or defensively to prevent scoring. It creates advantages related to aggression and
overwhelming force and is effective against physically weaker or more timid opponents.
Build Momentum
An attempt to demoralize the opponent. A team that builds momentum creates the impression of
assumed success in the mind of their opponents, making them more difficult to act against. Momentum
may be physical in the form of rushing the field or psychological in the form of intimidation tactics.
Crowd the Goal
Placing multiple teammates in proximity to the goal gives the team a numerical advantage. Offensively
it increases the chances of scoring on an assist. Defensively it makes it more difficult for the opposing
team to score. Crowding the goal may be used to create advantages or defend against stress.
Draw a Foul
As a structured conflict, all opponents are expected to play by the rules. Drawing a foul on the other
teams provides a momentary advantage that a player may exploit. Under some circumstances, a team
may desire to draw a foul on themselves in order to cause a break in the action and earn a chance to
regroup. Drawing a foul is one way to defend against attempts to build momentum.
Fake
A deceptive tactic used to manipulate the opponent’s behavior. Faking a play or a defense can draw the
opposing team into a weaker position or surrender an advantage. Faking maneuvers can be attempted
through deception or by using playbook tactics.
Playbook Tactics
Teams practice offensive and defensive maneuvers until they work together seamlessly. Playbook
tactics allow a team to customize their offense and defense in an efficient and adaptable manner. The
maneuver can be used to create advantages or defend against stress.
Pump Up the Crowd
An attempt to build psychological momentum and keep the players amped up by feeding the energy
level of the spectators. A team that has the favor of the crowd enjoys positive reinforcement and
encouragement. Pumping the crowd may be attempted through displays of skill or prowess, or by
shows of spirit.
Rally
An attempt to break momentum and regain control of the game. A rally can take the form of a sudden
shift in tactics, gaining the favor of the crowd, or taking advantage of some lucky breaks. A rally can be
used to defend against momentum, gain control of the game, or create an advantage for the offense.
Score
A team that has control of the game and is in scoring position can attempt to advance the score, creating
stress against the opposing team’s Score track.
Shore Up the Defense
A basic defensive tactic used to defend against stress or to create advantages based on defensive
positioning. Shoring the defense can mean a sudden shift in tactics, gaining the favor of the crowd, or
taking advantage of some lucky breaks. Reinforcing the defense can be used to defend against stress or
create an advantage for the defense.
Sideline
An attempt to impact the effectiveness of the opposing team’s tactics by restricting their team members.
Sidelining a player takes them out of the game by creating an aspect that must be overcome before the
target can re-enter the game.
Steal Control
Control of the game is essential to advancing the score. Teams can gain control of the game by forcing
an error or outmaneuvering the other team. Effective tactics will take away advantages from the
opposing team and change the momentum of the game.
Trash Talk
An attempt to break the other team’s coordination and control their actions. Trash talking is a
psychological tactic that attempts to force an opponent to take a certain action. Opponents can resist
trash talk by remaining focused on the game and their playing strategy.
Gallery of Nameless NPCs, part 1
Opponents that act on the physical stress tracks.

Mafiosi
Pledged to Cosa Nostra and the omertá code of violence and silence. The syndicate organizes crime
into a business-like structure and enforces a standard of conduct for its members.

Classification
Bruiser
Description
A front-line slab of muscle that enforces the will of the syndicate over civilians and deals with the grunt
work.
Conflict Power
5
Aspects
Wall of Muscle
More Muscle Than Brains
Skilled at (+1)
Pushing people around, following direct orders, fighting.
Stunts
The Boss Says: once per session, the bruiser and his mob cannot be argued with for the duration of the
scene.
Stress
1
Equipment
Hunting knife, brass knuckles.
Favored Tactics
Bruisers get paid mainly to push others around and think with their knuckles. They tend toward
straightforward confrontation and intimidation.

Classification
Hardman
Description
Experienced operators who know their way around the syndicate and are ready to commit violence at
the drop of a hat.
Conflict Power
6
Aspects
Arm of the Syndicate
When You’re a Hammer, Every Problem’s a Nail
Skilled at (+2)
Running syndicate traffic, dispensing violence, passing the buck.
Stunts
Interpretive Violence: once per session, the hardman and his mob may use physical force to create a
psychological advantage.
Stress
2
Equipment
Pistol, hunting knife, wad of cash.
Favored Tactics
Hardmen know the protocols for interacting with others in the syndicate, when and where to dispense
violence, and when to refer a problem up the chain of command.

Classification
Hitter
Description
Specialists in murder, arson, and destruction, the syndicate sends hitters to clean up the mess left when
other tactics fail.
Conflict Power
7
Aspects
Life is Cheap
A Rep to Build
Skilled at (+3)
Killing others, destroying property, spreading fear.
Stunts
Ice Water in His Veins: once per session, the hitter and his mob may change an opponent’s created
advantage to a boost instead.
Stress
3
Equipment
Pistol, rifle, fighting knife, duct tape.
Favored Tactics
Hitters take the most direct route to their objectives, shutting down or eliminating obstacles along the
way. They act with autonomy and set up their targets for the take down.

Gang Bangers
Life on the streets produces rough individuals who live and die by the law of the urban jungle. Gang
bangers don’t engage in organized crime to any real degree but form a kind of loose knit community.

Classification
Hoodlum
Description
A troublemaker more interested in looking out for himself than hurting others.
Conflict Power
2
Aspects
The Streets Know Me
Holes in my Pockets, Holes in my Shoes
Skilled at (+1)
Stealing stuff, snitching, running away.
Stunts
No stunts.
Stress
.
Equipment
Pocket knife, lock picks.
Favored Tactics
Hoodlums are more concerned with getting away than fighting back, taking anything not nailed down
in the process.

Classification
Tough
Description
All about attitude and picking on anyone who shows weakness.
Conflict Power
3
Aspects
Baddest on the Block
Something to Prove
Skilled at (+2)
Bullying others, picking fights, taking a beating.
Stunts
No stunts.
Stress
1
Equipment
Baseball bat, length of chain, drugs.
Favored Tactics
Toughs focus on inflicting punishment, provoking others into acting rashly, and proving themselves
tougher than anyone else.

Classification
Thug
Description
A human predator who calls the streets his home and lays the law of the urban jungle on anyone weaker
than himself.
Conflict Power
4
Aspects
Law of the Streets
Trouble Walking
Skilled at (+3)
Finding weakness in others, fighting, taking advantage of home turf.
Stunts
No stunts.
Stress
2
Equipment
Pistol, crowbar, drugs.
Favored Tactics
Thugs are aggressive, taking the fight to their opponent, exploiting obvious weaknesses, and using their
knowledge of the local area to best advantage.
Goblinoids
The frozen reaches of Hyperborea breed fearsome creatures, an unnatural blend of animal and human
that thrive on suffering and violence. These brutal monsters know only nature’s most primal law –
survival of the fittest.

Classification
Gremlin
Description
A leathery creature with razor sharp teeth, an aversion to sunlight, and an affinity for backstabbing.
Conflict Power
4
Aspects
Small Package, Big Nasty
Dweller in Darkness
Skilled at (+1)
Breaking things, hiding, sneak attacks.
Stunts
Monkeywrencher: Gremlins get +2 to sabotage machinery with moving parts.
Stress
.
Equipment
Teeth and claws.
Favored Tactics
Gremlins like to hide in tight spaces, ambush their victims, and muck up complicated machinery.

Classification
Hobgoblin
Description
Cowards and opportunists who like nothing more than watching others suffer.
Conflict Power
5
Aspects
Sneaky Git
Ecstatic Sadist
Skilled at (+2)
Fighting, operating machinery, laying ambushes.
Stunts
Stabby, Backstabby: Hobgoblins get +2 to lay traps and on the first attack of an ambush.
Stress
1
Equipment
Knife, teeth and claws, tools, traps.
Favored Tactics
Hobgoblins avoid straight fights whenever possible, preferring to lure their victims into a trap. When
cornered, they will fight like the devil.

Classification
Orc
Description
A casually cannibalistic creature that embodies the worst parts of both humanity and nature.
Conflict Power
6
Aspects
Monster Within
Brutally Simplistic
Skilled at (+3)
Fighting, hunting, ignoring pain.
Stunts
Underdeveloped Pain Receptors: once per session, an orc and his mob may reroll a failed Defense.
Stress
2
Equipment
Axe, armor, rope, tusks.
Favored Tactics
Orcs lack subtlety, overwhelming opponents with brute force and smashing problems they can’t
immediately solve.

Mekaniks
They followed our radio waves to the home planet, shocked to find a primitive mechanical civilization
infested with biologicals. Their advance is inexorable; their numbers are endless. All the world will be
optimized … and mekanized.
Classification
Drone
Description
A nimble bot that trades armament for mobility, drones provide intelligence rather than front-line
combat power.
Conflict Power
4
Aspects
Eye in the Sky
Flying Target
Skilled at (+1)
Scouting, controlling other technology.
Stunts
Radio Shot: once per session, a drone and its mob can focus their transmitters to create a disorienting
advantage over an entire zone.
Stress
.
Equipment
Sensor array, radio transmitter.
Favored Tactics
Drones pinpoint high value targets and attempt to foul transmission, force technology malfunctions,
and negate positioning advantages.

Classification
Processor
Description
The first step in mekanization is to break down existing matter into something more easily processed.
Conflict Power
5
Aspects
Configuration Optimization
Analysis Paralysis
Skilled at (+2)
Controlling other technology, controlling biological systems, transforming materials.
Stunts
Optimize: once per session, the processor and its mob can change a successful created advantage to
success with style.
Stress
1
Equipment
Tools, radio transmitter, conversion assembly.
Favored Tactics
Processors move in and analyze objects and terrain before methodically converting them to mekanical
systems and raw material.

Classification
Walker
Description
Mobile Meks well suited to a variety of tasks, walkers take on the grunt work involved in pacifying a
sector and performing suitable mekanization.
Conflict Power
6
Aspects
Mekanized Vanguard
Programmed Lockdown
Skilled at (+3)
Fighting, construction, demolition.
Stunts
Demolition Mission: once per session, a walker and its mob can automatically create a Severe (+6)
consequence on a structure.
Stress
2
Equipment
Blaster, armor, tools, radio transmitter.
Favored Tactics
Walker advance in waves, constructing fortifications in the process. They focus on mission objectives
to the exclusion of collateral damage.

Chsan
From the far reaches of space they come, seeking new life and new civilizations to feed their own
insatiable hunger for fresh sources of DNA. All that lives feeds the Chsan, or becomes them.
Classification
Bug
Description
An advance guard sent to evaluate sites and prep them for consumption. They swarm the terrain, laying
chem trails for others to follow and prioritizing targets.
Conflict Power
4
Aspects
Harbinger of the Chsan
Bio-Chem Cauldron
Skilled at (+1)
Marking targets, following trails, inflicting wounds.
Stunts
Feed the Chsan: once per session, a bug and its mob may designate a target as “high priority”. Other
Chsan will focus their attacks on that target.
Stress
.
Equipment
Pincers, claws, bio-chem secretion gland.
Favored Tactics
Bugs attack in swarms, scrabbling with claws and pincers to soften up targets. Once identified, they
mark the target with a variety of bio-chem agents.

Classification
Spitter
Description
A mobile catalytic plant that chews up inorganic matter and spits out a stew of toxic and acidic
chemicals.
Conflict Power
5
Aspects
Drizzling Devourer
Pressurized Putrefaction
Skilled at (+2)
Spitting bio-chem, degrading structures, processing materials.
Stunts
Bio-Chem Bomb: when a spitter and it mob are taken out, the spitter explodes in a wash of bio-chem.
Everything in the zone suffers an Attack equal to the initial strength of the mob.
Stress
1
Equipment
Bio-Chem gland, claws, pincers.
Favored Tactics
Spitters consume everything they can for the Chsan horde and leave generous amounts of bio-chem in
their wake.

Classification
Ripper
Description
Dangerous Chsan that shred biological sources and begin the consumption in earnest, actively seeking
out vital spots of life energy.
Conflict Power
6
Aspects
Razor-Edged Nightmare
Trouble
Bio-Chem Weapon
Skilled at (+3)
Killing biologicals, shredding property, overwhelming defenses.
Stunts
Rip, Shred, Tear: once per session, the ripper and its mob can replace a Defend action with an Attack
action that cannot be Defended.
Stress
2
Equipment
Pincers, claws, chitin armor, bio-chem gland.
Favored Tactics
Rippers follow the bio-chem trails obsessively, sinking claws and pincers into anything they encounter
in preparation for the Chsan horde.

Borderlanders
The lands running the border between Thule and Hyperborea produce the most fertile fields, the richest
mines, and the hardiest settlers. All who live there face constant the constant threat of wild beasts and
the wilder goblinoids of the north.

Classification
Minuteman
Description
The safety of the community depends on a ready response to threats from the outside. Townsfolk work
together to ensure their own survival.
Conflict Power
3
Aspects
Hardy Frontiersman
Always on Our Own
Skilled at (+1)
Fortifying defenses, fighting defensively, coordinating efforts.
Stunts
No stunts.
Stress
1
Equipment
Torch, axe, rope, bucket.
Favored Tactics
Minutemen respond to emergencies in a coordinated manner, communicating with each other and
building defenses.

Classification
Watchman
Description
Constant vigilance is the price of survival, and those on the borderland have much to guard against.
Conflict Power
4
Aspects
Eyes On the Parapet
Peering Into Darkness
Skilled at (+2)
Spotting trouble, leading a moving target, raising the alarm.
Stunts
No stunts.
Stress
2
Equipment
Torch, sword, bow, rope, clapper, bell.
Favored Tactics
Watchmen stand ready to respond to threats against the community before they happen. They are as
likely to respond to suspicious activity with a bow shot as with an alarm.

Classification
Constable
Description
The guards within the community keep the peace protected by the guards on the border. Not all threats
come from the outside.
Conflict Power
6
Aspects
Law of the Land
Troublemakers Everywhere
Skilled at (+3)
Judicious use of violence, keeping things under control, wielding the law.
Stunts
Sleep It Off!: once per session, the constable and his mob can force an opponent to concede instead of
taking a consequence.
Stress
2
Equipment
Club, sword, torch, rope, clapper, whistle.
Favored Tactics
Constables are more interested in keeping the peace than starting violence, they will bring the weight of
the law into play with arguments before laying about with batons.

Wild Animals
Nature hunts for food and for protection. Natural predators are no less dangerous for acting without
malice, and no less intelligent for relying on bestial instinct. Pack hunters act in unison to exploit the
weakness of their prey.
Classification
Wolf
Description
A social animal that hunts with patience and sophisticated harrying tactics. Wolves prefer small game
that is easily overwhelmed.
Conflict Power
2
Aspects
Law of the Pack
Easier Prey in the Forest
Skilled at (+1)
Stalking, waiting, killing prey.
Stunts
No stunts.
Stress
.
Equipment
Fangs, fur.
Favored Tactics
Wolves harry their prey into vulnerable positions, weaken them with small wounds, and attack en
masse.

Classification
Great Cat
Description
A powerful and curious animal that learns about its prey before striking with a single, forceful blow.
Conflict Power
3
Aspects
Lord of the Hunt
Easily Distracted
Skilled at (+3)
Ambushing, harrying, killing prey.
Stunts
No stunts.
Stress
1
Equipment
Fangs, claws, fur.
Favored Tactics
Great cats lurk in ambush for prey, studying their movements and provoking reactions before running
them to ground and delivering a decisive attack.

Classification
Primate
Description
A quick and clever hunter that fixates on a single target. Primates focus on quick, abrupt strikes that
distract and hinder their prey.
Conflict Power
4
Aspects
Arboreal Acrobat
Always in Motion
Skilled at (+2)
Darting in and out, tripping up prey, sudden strikes.
Stunts
No stunts.
Stress
2
Equipment
Fangs, long limbs.
Favored Tactics
Primates rush toward challenges, meeting prey with startling howls and long sweeping blows meant to
knock them down. They move in, attack, and move out of reach.

Wastelanders
The twin suns of Suma Gulch dry up prospects for all but the hardiest survivors and most determined
settlers. The landscape is dotted with the ruined detritus of civilizations, spotted with the efforts of new
colonials, and picked over by scavengers human and inhuman.

Classification
Muties
Description
Burned and twisted by the incessant radiation, the muties of the wastelands may once have been human
but have become as alien as their adopted world.
Conflict Power
5
Aspects
Hostile World Survivor
Twisted by the Sun
Skilled at (+1)
Surviving, scavenging,
Stunts
More Alien Than Human: +2 to create an advantage related to using the environment instinctively.
Stress
1
Equipment
Pike, breathing gear, rope, knife.
Favored Tactics
Living in the wilderness has cause the muties to adapt to more than just the new world. They use
animal tactics to harass their victims and then swarm them.

Classification
Stalkers
Description
Skilled at bushwhacking and stealing, wasteland stalkers have chosen to live apart from civilization and
take what they need by force.
Conflict Power
5
Aspects
The Wild Breeds Predators
Civilization Breeds Prey
Skilled at (+2)
Ambushing, tracking, trapping.
Stunts
Mine For the Taking: +2 to create an advantage related to stealing or using stolen gear.
Stress
1
Equipment
Rifle, breathing gear, rope, knife, macro-binoculars.
Favored Tactics
Stalkers keep to themselves, hide away in the wilderness, and set up ambushes. They attack from
hiding and focus on theft rather than killing.

Classification
Raiders
Description
They reject any kind of law and take what they need without regard for others. Not content to scavenge
or steal from loners, raiders will assault anyone they consider weak.
Conflict Power
6
Aspects
No Law, No Limits
Every Man for Himself
Skilled at (+3)
Terrorizing, finding weakness, hurting others.
Stunts
Brutal Reputation: +2 to create an advantage related to intimidating others with brutal tactics.
Stress
2
Equipment
Rifle, machete, breathing gear, chain.
Favored Tactics
Raiders gather in large numbers to overrun their victims and terrorize them. Not content with just
stealing, they delight in gratuitous brutality.

Law Enforcement
Law enforcement officials are charged with keeping order and protecting people and property. They are
the first line of defense between public safety and anarchy.

Classification
Guard
Description
A guard’s primary mission is to observe and report, getting involved only if there is no other choice.
Conflict Power
3
Aspects
Observe and Report
Hands Off
Skilled at (+1)
Noting details, subduing suspects, chasing.
Stunts
No stunts.
Stress
1
Equipment
Flash light, notebook, radio, pepper spray, taser.
Favored Tactics
Guards observe, take notes, and track suspects. When forced to confront someone, they use their
equipment to quickly incapacitate them.

Classification
Patrolman
Description
Patrolmen handle the ordinary work of law enforcement. They subdue suspects, transport them to
confinement, and generally assist the citizenry.
Conflict Power
5
Aspects
Community Presence
Public Scrutiny
Skilled at (+2)
Subduing suspects, chasing, fighting, shooting.
Stunts
Get in the Car: a patrolman and his mob can use a patrol car for +2 to create advantages related to
equipment, information, and a way to confine suspects.
Stress
1
Equipment
Pistol, radio, taser, patrol car.
Favored Tactics
Patrolmen attempt to defuse a situation before they get involved. Once in conflict, they call for backup,
disarm the suspect, and subdue him.

Classification
Trooper
Description
Troopers get called in when the situation gets dangerous. They deal with offenders that are a real
danger to themselves and others.
Conflict Power
6
Aspects
Long Arm of the Law
By the Book
Skilled at (+3)
Fighting, shooting, chasing, intimidating offenders, commanding the situation.
Stunts
Thin Blue Line: a trooper and his mob get +2 when creating advantages related to protecting each other
and bystanders.
Stress
2
Equipment
Pistol, rifle, patrol car, radio, tactical vest.
Favored Tactics
Troopers come into situations already in progress. They establish their authority and act in concert to
stop offenders and protect the populace.

Military
The military provides boots on the ground for both domestic and international conflicts. These troops
focus on taking and holding locations, suppressing opposition, and moving freight.

Classification
Reservist
Description
Reservists spend most of their time training. When called upon to act, it is usually in a domestic
capacity where the local civil service providers are in need of support.
Conflict Power
5
Aspects
Weekend Warrior
Part-Time Soldier
Skilled at (+1)
Shooting, noting details, building structures, repairing equipment, managing crowds.
Stunts
That's My Day Job: +2 to create an advantage when using heavy equipment.
Stress
1
Equipment
Field radio, assault rifle, handgun, body armor, tools.
Favored Tactics
Reservists specialize in location management. When occupying a location, they will reinforce it against
assault. When assaulting, they will undermine or weaken the structure first. When managing crowds,
they give clear orders and use equipment or weaponry to provide incentives to obey.

Classification
Grunt
Description
The backbone of the regular military, grunts make up the greatest portion of any armed force. These
personnel need to be flexible in their capability and able to adapt to a variety of circumstances.
Conflict Power
6
Aspects
Chain of Command
Following Orders
Skilled at (+2)
Shooting, fighting, enduring hardship, acting as a group.
Stunts
Strength in Numbers: +2 when using group tactics to defend against stress or attempts to create an
advantage against the mob.
Stress
2
Equipment
Assault rifle, body armor, field radio, rucksack.
Favored Tactics
Grunts rely on coordinating activities across the group through a clear chain of command. Grunts
fortify their position to make it defensible, and assault only when they have a clear advantage or have
received direct orders.

Classification
Veteran
Description
A career soldier who has worked his way up the chain of command to a position of leadership. His is
experienced in the art of commanding troops and making decisions.
Conflict Power
7
Aspects
Tough as Leather
Funny New Guys
Skilled at (+3)
Shooting, fighting, organizing teams, enduring hardship, anticipating trouble.
Stunts
Make It Look Easy: +2 to overcome challenges when using teamwork.
Stress
3
Equipment
Assault rifle, body armor, field radio, rucksack.
Favored Tactics
Veterans entering a new situation take charge and attempt to improve their position. They organize their
mob into teams and accomplish objectives in an orderly manner.

Jocks
Sportsmen who focus more on the social aspects of physical activity, jocks are primarily interested in
the side benefits of physical activity. They play, not for the love of the game, but for the love of what
the game can do for them.

Classification
Showman
Description
The showman loves playing to the crowd and hearing the roar of the masses. Every action is made to
create a spectacle that will appeal to the audience and increase their own fame.
Conflict Power
5
Aspects
I Make This Look Good
Showing Off
Skilled at (+1)
Being flashy, putting on a show, playing to the crowd.
Stunts
Pop the Pecs: +2 to create and advantage through a demonstration of physique or skill.
Stress
1
Equipment
Sports gear, streaming personal video camera.
Favored Tactics
The showman attempts to establish his skill or superiority as soon as possible. After that, the showman
will focus less on winning the contest and more on making an impression on the audience.

Classification
Competitor
Description
True competitors are driven to win at all costs, taking every opportunity to gain an advantage over their
opponent. They compete for the thrill of victory that comes from crushing the opposition.
Conflict Power
6
Aspects
Play to Win
First Place Loser
Skilled at (+2)
Scoring under pressure, setting up plays, playing to the crowd.
Stunts
You're In My House Now: once per session, the competitor and his mob gain an additional free invoke
on a previously created advantage.
Stress
2
Equipment
Sports gear.
Favored Tactics
The competitor works methodically to defeat his opponent, either aggressively pursuing a winning
strategy or defensively setting up plays when he then executes.

Classification
Trainer
Description
The trainer seeks to master his own body through physical exercise. He approaches the game as a tool
to improve his own abilities and learn from every encounter.
Conflict Power
7
Aspects
Perfect Form
Works in Theory
Skilled at (+3)
Executing plays, setting up plays, analyzing the game.
Stunts
Physical Conditioning: +2 to defend against injuries, either as direct stress or attempts by the
opposition to create an advantage.
Stress
3
Equipment
Sports gear, personal fitness monitor, injury prevention apparel.
Favored Tactics
The trainer will almost always take an analytic approach to the game. He will observe the opponent’s
tactics and then act in the most efficient way to counter those tactics and take advantage of his own
strengths.

Athletes
These guys play for the love of the game and for the accolades. They're focused on what they can do to
improve their own performance and know the ins and outs of competition in every aspect of the game.

Classification
Rookie
Description
Just learning the game, the rookie comes to the field with a great deal of enthusiasm and energy. They
make up for lack of experience with sheer guts and no small amount of dumb luck.
Conflict Power
3
Aspects
Upstart Phenom
New to the Game
Skilled at (+1)
Taking the lead, being aggressive, showing energy.
Stunts
No stunts.
Stress
1
Equipment
Sports gear.
Favored Tactics
Rookies often feel the need to make a name for themselves in their chosen arena. This leads to
aggressive plays that trade long term strategy for short term gains.

Classification
Powerhouse
Description
The powerhouse sportsman emphasizes strength and persistence over complex strategy. He relies on his
own abilities to carry the game and overcome his opponent.
Conflict Power
5
Aspects
Body Builder
All Muscle
Skilled at (+2)
Staying the course, taking a hit, getting back up, putting the opponent on the ground.
Stunts
Power Through: once per session, the powerhouse and his mob get +2 to overcome a challenge using
physical strength.
Stress
2
Equipment
Sports gear, training gear.
Favored Tactics
The powerhouse never met a challenge he couldn't beat down. He favors a straightforward approach
that relies on his own skill and strength to be superior to that of his opponent.

Classification
Tactician
Description
The tactical sportsman knows his game inside and out, every tactic and every strategy. When he
focuses on winning, it may not be the most direct path to victory but it's sure to be the most effective.
Conflict Power
7
Aspects
Master of Strategy
Analysis Paralysis
Skilled at (+3)
Setting up plays, anticipating moves, distracting the opponent.
Stunts
Ahead of the Game: once per session, the tactician and his mob can declare that a particular tactical
advantage has been previously set up.
Stress
3
Equipment
Sports gear, information about the game and opponents.
Favored Tactics
The tactician sets up his plays before executing them, and draws his opponent into an unfavorable
position. He attempts to place himself at an advantage and his opponent at a disadvantage.

Transporters
The transporter specializes in getting from here to there. Sometimes he's carrying something,
sometimes it's just about moving. Sitting still is never an option.

Classification
Courier
Description
The courier moves people and products. The package is his main and only concern. Efficiency and
speed are the name of the game, and the courier pursues these with laser-like focus.
Conflict Power
3
Aspects
Any Package, Any Place
Clock Watcher
Skilled at (+1)
Planning routes, passing obstacles.
Stunts
No stunts.
Stress
1
Equipment
Messenger bag, map.
Favored Tactics
The courier plans his route ahead of time and gets to his destination with a minimum of fuss and bother.
He avoids obstacles whenever possible and improvises at the last minute when something gets in his
way.

Classification
Runner
Description
The runner gets there on foot, and no obstacle is too big to jump, climb, or swing through. The whole
world is one giant obstacle course, and the runner's the only kid on the playground.
Conflict Power
6
Aspects
Urban Acrobat
Physics is a Harsh Mistress
Skilled at (+2)
Passing obstacles, showing off.
Stunts
Up and Over: the runner gains +2 to overcome obstacles using vertical movement.
Stress
2
Equipment
Sports armor.
Favored Tactics
The runner prefers to go through or over an obstacle rather than around it. The most direct route to any
destination is always a straight line, and the runner lets nothing get in his way.

Classification
Driver
Description
The driver focuses on speed above all else. He gets the most out of his machine, and isn't afraid to push
it to the limits. Or beyond.
Conflict Power
7
Aspects
High Octane Hero
Speed Junkie
Skilled at (+3)
Interceptions, putting on the pressure, high-speed decisions.
Stunts
Machine-Man: once per session, the drive can declare a detail related to his vehicle.
Stress
3
Equipment
High-speed vehicle, boosting equipment.
Favored Tactics
The driver gets ahead of the competition and stays there using any means necessary. This means cutting
off opponents, taking dangerous chances, and forcing opponents to make mistakes.

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