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Fitness

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Fitness
   Fit
      Fast Healing
      Fast Recovery
      Fast Recharge
      Relaxed Body
      Sprint
      Second Wind
      Alertness
      Shrug It Off
   Phenom
      Fit Response
      Immunity
      Survivable
      Conditioned
      Supremely Fit
      Strength Surge
      Toughness Surge
      Agility Surge
   Adaptable
      Don't Be Distressed
      Reactive Response
      Competitive Spirit
      Acrobatic Avoidance
      All In The Reflexes
      Ultra-Surge
      Rise Above And Overcome
      Athletic Stealth / Athletic Ambush


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Fit

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Fast Healing

Fast Healing
Regen, Fitness, Passive
None
This card is always considered to be in play.
You self heal at an impressive rate.
During each of your End of Turn phases, you regain SR # of non-critical Wounds, up to your maximum. This occurs even if you are unconscious, but not if you are dead.
Regen: You heal so quickly, trivial wounds immediately close. You have +1 Soak
 
 
 
 
 
 
 

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Fast Recovery

Fast Recovery
Regen, Fitness, Passive
None
This card is always considered to be in play.
You recover quickly.
During each of your End of Turn phases, you regain SR # of fatigue or stress; you may choose the allocation each Turn. This occurs even if you are unconscious, but not if you are dead.
Regen: during each of your End of Turn phases, you regain SR # of fatigue and stress. This occurs even if you are unconscious, but not if you are dead.
 
 
 
 
 
 

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Fast Recharge

Fast Recharge
Regen, Fitness, Passive
None
This card is always considered to be in play.
During each of your End of Turn phases, you may remove up to (SR/2) # of recharge tokens, rounded up, from a single one of your recharging action cards. This occurs even if you are unconscious, but not if you are dead.
Regen: during each of your End of Turn phases, you may remove up to SR # of recharge tokens chosen from amongst any of your recharging action cards in any allocation. This occurs even if you are unconscious, but not if you are dead.
 
 
 
 
 
 
 

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Relaxed Body

Relaxed Body
Open, Fitness, Passive
Prereq: Toughness 3+, Resilience Trained
You have a fit body and don't get winded even in the face of fatiguing circumstances.
 
During your End of Turn phase you regain SR fatigue.
 
 
Toughness 6: regain 1 additional fatigue.
Toughness 9: As (Toughness 6), and regain 1 additional fatigue.
 
 
Fitness: You have +1 Soak.

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Sprint

Sprint
Recharge: 1
Open, Fitness
Athletics (Ag)
Prereq: Unencumbered, able to move.
1: +2 movement maneuvers
3: +3 movement maneuvers
5: +4 movement maneuvers
-: suffer 1 fatigue; this may be used multiple times.
Fitness: +: regain 1 fatigue; this may be used multiple times.
 
 
 
 

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Second Wind

Second Wind
Recharge: (3+SR)
Fortune: 1; Image
Open, Fitness, Might, Ongoing, Rally
Resilience (To)
You may play this card during a Rally step.
Prereq: Athletics trained
1: Regain SR stress or SR fatigue
2: Regain SR stress and SR fatigue
3: Regain SR Wounds or SR Grit
4: Regain SR Wounds and SR Grit
5: Regain SR stress, SR fatigue, SR Wounds, and SR Grit
While this card is recharging, you add Image to all your dice pools.
Might: waive the Image penalty.
Fitness: waive fortune cost.

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Alertness

Alertness
Open, Acuity, Fitness, Passive
Prereq: Intelligence 3+, Observation trained
This card is always considered to be in play.
You pay attention and have keen situational awareness.
SR1: You add Image to Observation checks.
SR2: As (SR1) and you add Image to Ranged Skill checks.
SR3: As (SR2) and you add Image to Coordination checks.
SR4: As (SR3) and you add Image to Intuition checks.
SR5: As (SR4) and you add Image to Athletics checks.
Acuity: You add Image to SR1 and SR4
Fitness: You add Image to SR3 and SR5

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Shrug It Off

Shrug It Off
Recharge: 2
Image
Resist, Regen, Fitness
Resilience (To)
Resilience trained
If you are suffering from a temporary condition, you may play this card.
1: You may immediately remove SR # of tokens from a condition affecting you, if it is in your best interests.
3: You may immediately remove SR # of tokens from all conditions affecting you, where it is in your best interests.
Fitness: Regain 1 stress, 1 fatigue
Resist: You may play this card as a React when a temporary condition is being applied to you prior to the condition taking effect; if all tokens are removed from the condition there is no effect.
Regen: Remove 2 recharge tokens from this card.

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Phenom

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Fit Response

Fit Response
Recharge: SR + 2
Fatigue: 1
Fitness, React, Ongoing
Athletics (Ag)
Prereq: Agility 4+, Athletics trained, Resilience trained, Unencumbered and unimpeded.
If you are required to make an initiative check, you may play this card instead.
Add SR # of Image to your dice pool
-1: Your initiative is 1
1: The number of successes determines your initiative
+: Add 1 recharge token to this card; this can be used many times.
-: -1 initiative
You gain +1 Soak while this card is recharging.

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Immunity

Immunity
Fitness, Regen, Resist, Passive
Prereq: Resilience trained
This card is always considered to be in play.
There are five effects this Stunt can grant. When you acquire this Stunt and each time you raise its rating you choose one of these effects; you cannot change your selection after you have chosen. The effects are cumulative.
*You are immune to over exposure to cold, and to the Slowed condition.
*You are immune to over exposure to heat, and to the Exhausted condition.
*You are immune to radiation exposure, and to the Sickened condition.
*You are immune to disease, and thus are unaffected by Disease conditions
*You are immune to poison, and to the Poisoned condition.
 
 

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Survivable

Survivable
Fitness, Passive
Prereq: Athletics trained, Resilience trained, Discipline trained
This card is always considered to be in play.
You gain the following cumulative benefits:
SR1: Remove (SR/2) # of counters (round up) from all brief malign conditions granted to you prior to them taking effect.
SR2: +1 Soak
SR3: +1 DEF
SR4: +1 Psyche
SR5: Recover +1 Wound during your End of Turn phase
 
 
 
 
 

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Conditioned

Conditioned
Fitness, Passive
Prereq: Athletics trained, Coordination trained, Resilience trained
This card is always considered to be in play.
You gain the following cumulative benefits:
SR1: You may remove 1 additional recharge token from any one of your cards during your End of Turn phase.
SR2: +1 DEF
SR3: +1 success to initiative checks
SR4: +1 Soak
SR5: Recover +1 Wound during your End of Turn phase
 
 
 
 
 


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Supremely Fit

Supremely Fit
Fitness, Passive
Prereq: Athletics trained, Coordination trained, Resilience trained
This card is always considered to be in play.
You gain the following cumulative benefits:
SR1: Regain 1 stress and 1 fatigue during your End of Turn phase
SR2: +1 DEF
SR3: +1 Soak
SR4: +1 maneuver
SR5: Recover +1 Wound during your End of Turn phase
 
 
 
 
 

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Strength Surge

Strength Surge
Recharge: (SR+3)
Fatigue: 2
Fitness, React, Ongoing
Prereq: Athletics trained, not encumbered
None
If you are required to make a Strength based check or if your Strength rating is being used to determine an effect resolution or a prerequisite, you may play this card.
SR 1: While this card is recharging you have +1 Strength.
SR 3: While this card is recharging you have +2 Strength.
SR 5: While this card is recharging you have +3 Strength.
When this card is returned to your Action deck, you suffer 3 fatigue.

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Toughness Surge

Toughness Surge
Recharge: (SR+3)
Fatigue: 2
Fitness, React, Ongoing
Prereq: Resilience trained
None
If you are required to make a Toughness based check or if your Toughness rating is being used to determine an effect resolution or a prerequisite, you may play this card.
SR 1: While this card is recharging you have +1 Toughness.
SR 3: While this card is recharging you have +2 Toughness.
SR 5: While this card is recharging you have +3 Toughness.
When this card is returned to your Action deck, you suffer 3 fatigue.

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Agility Surge

Agility Surge
Recharge: (SR+3)
Fatigue: 2
Fitness, React, Ongoing
Prereq: Coordination trained, not encumbered
None
If you are required to make an Agility based check or if your Agility rating is being used to determine an effect resolution or a prerequisite, you may play this card.
SR 1: While this card is recharging you have +1 Agility.
SR 3: While this card is recharging you have +2 Agility.
SR 5: While this card is recharging you have +3 Agility.
When this card is returned to your Action deck, you suffer 3 fatigue.

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Adaptable

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Don't Be Distressed

Don't Be Distressed
Recharge: (SR+3)
Fortune: 1
Fitness, React, Ongoing
None
Prereq: Resilience trained, Discipline trained.
If you are required to make a mental or physical characteristic check with a characteristic that is in distress, you may play this card.
Regain SR # of stress and fatigue immediately, and then make the required check.
If you suffer any further stress or fatigue loss while this card is recharging, remove tokens from this card instead of taking stress or fatigue on a 1 for 1 basis. When this card has no more tokens on it return it to your Action deck.
 
 
 
 
 
 
 

Don't Be Distressed
Recharge: 1
Fitness, React
None
Prereq: Resilience trained, Discipline trained.
If you are required to make a mental or physical characteristic check with a characteristic that is in distress, you may play this card.
Regain SR # of stress and fatigue immediately, and then make the required check.
 
 
 
 
 
 
 

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Reactive Response

Reactive Response
Recharge: *
Stress: (6-SR)
Fitness, Delay, React; Rally
Prereq: Fit Response (5), Unencumbered and unimpeded.
If you play the Fit Response card and succeed at the required check, you may immediately move one step towards a Defensive stance and play this card.
After initiative is resolved in the normal fashion but before the normal Turn begins, the flow of combat is suspended and a special Turn begins in which only you and any other character that has played a similar ability to this are able to act in. After this special Turn is over combat resumes and the first Turn of combat begins, using the initiative results this card was a reaction to.
If other characters have abilities that also allow them to take an action before the first Turn of combat begins, a separate initiative is resolved for any such eligible characters.
You add Image Image to all checks you make during the special Turn.
Leave this card in play until combat ends or a Rally phase begins.

Reactive Response
Recharge: *
Fatigue: (6-SR)
Fitness, Push, React; Rally
Prereq: Fit Response (5), Unencumbered and unimpeded.
If you play the Fit Response card and succeed at the required check, you may immediately move one step towards a Offensive stance and play this card.
After initiative is resolved in the normal fashion but before the normal Turn begins, the flow of combat is suspended and a special Turn begins in which only you and any other character that has played a similar ability to this are able to act in. After this special Turn is over combat resumes and the first Turn of combat begins, using the initiative results this card was a reaction to.
You add Image Image to all checks you make during the special Turn.
If other characters have abilities that also allow them to take an action before the first Turn of combat begins, a separate initiative is resolved for any such eligible characters.
Leave this card in play until combat ends or a Rally phase begins.

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Competitive Spirit

Competitive Spirit
Recharge: (10-SR)
Fortune: 1
Open, Fitness, React
Prereq: Athletics trained, Coordination trained, Resilience trained, Discipline trained, Melee Skill trained, Ranged Skill trained, not encumbered
None
If you are required to make an opposed Athletics, Coordination, Resilience, Discipline, Melee Skill, or Ranged Skill check, you may play this card.
Add (SR/2) # of Image to your check, rounded up.
Fitness: the check does not have to be opposed for you to play this card.

Competitive Spirit
Recharge: (10-SR)
Fortune: 1
Fitness, React
Prereq: Athletics trained, Coordination trained, Resilience trained, Discipline trained, Melee Skill trained, Ranged Skill trained, not encumbered
None
If you are required to make an opposed Athletics, Coordination, Resilience, Discipline, Melee Skill, or Ranged Skill check, you may play this card.
Add (SR/2) # of Image to your check, rounded up.
Fitness: the check does not have to be opposed for you to play this card.


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Acrobatic Avoidance

Acrobatic Avoidance
Recharge: (7-SR)
Fatigue: 2; Image
Fitness, React
Coordination (Ag)
Prereq: Coordination trained; Agility 4+, not encumbered or impeded
If you are the target of a Melee or Ranged attack, you may place (7-SR) recharge tokens on this card and put it into play. Make a Coordination check and determine the results.
1: You gain +1 DEF until the start of your next Turn
3: You gain +SR DEF until the start of your next Turn
6: As (3), and the attack that this is a reaction to automatically misses you
Fitness: You have +1 DEF while this card is recharging, waive the fatigue cost
Superleap (Acrobatics): +2 movement maneuvers

Acrobatic Avoidance
Recharge: (7-SR)
Fatigue: 1
Fitness
Prereq: Coordination trained; Agility 4+, not encumbered or impeded
SR1: +1 movement maneuver; you gain +1 DEF until your next Turn.
SR2: +2 movement maneuver; you gain +2 DEF until your next Turn.
SR3: +2 movement maneuver; until your next Turn opponents attacking you add Image to their dice pool.
SR4: +3 movement maneuvers; until your next Turn opponents attacking you add Image to their dice pool.
SR5: +3 movement maneuvers; until your next Turn opponents attacking you add Image to their dice pool.
Fitness: +1 movement maneuver, remove 2 recharge tokens from this card, waive the fatigue cost.
Superleap (Acrobatics): +2 movement maneuvers

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All In The Reflexes

All In The Reflexes
Recharge: (7-SR)
Image
Fitness, Deflect, React
Prereq: Coordination trained, one hand free, not encumbered
Coordination (Ag)
If you are the target of a Ranged attack that uses a slow moving physical projectile such as a knife, spear, arrow, or grenade, you may play this card.
1: you deflect the projectile (it lands somewhere within Medium range). You are not hit by it and do not take damage contingent to you being hit by it.
3: you catch the projectile. You are not hit by it and do not take damage contingent to you being hit by it.
5: As (3), and you may make a Ranged Skill (Ag) vs Target Defense check to throw the projectile at a target within Medium range for Strength + SR damage or the projectile's inherent damage (whichever is better for you). A Grandstand is appropriate.
+: Remove a recharge counter from this card; this may be used many times.
?: You hurt yourself in the process; suffer 1 Wound.
SR 5: Reduce the difficulty by Image.

All In The Reflexes
Recharge: (7-SR)
Image
Fitness, Deflect, React
Prereq: Coordination trained, one hand free, not encumbered
Coordination (Ag)
If you are the target of a Ranged attack that uses a slow moving physical projectile such as a knife, spear, arrow, or grenade, you may play this card.
1: you deflect the projectile (it lands somewhere within Medium range). You are not hit by it and do not take damage contingent to you being hit by it.
2: you catch the projectile. You are not hit by it and do not take damage contingent to you being hit by it.
4: As (2), and you may make a Ranged Skill (Ag) vs Target Defense check to throw the projectile at a target within Medium range for Strength + SR damage or the projectile's inherent damage (whichever is better for you). A Grandstand is appropriate.
+: Remove a recharge counter from this card; this may be used many times.
?: You hurt yourself in the process; suffer 1 Wound.
SR 4: Reduce the difficulty by Image.

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Ultra-Surge

Ultra-Surge
Fitness, React, Toggle
Prereq: Strength Surge (5), Toughness Surge (5), Agility Surge (5)
This card replaces Strength Surge, Toughness Surge, and Agility Surge.
If you are required to make a Strength, Toughness, or Agility based check or if your Strength, Toughness, or Agility rating is being used to determine an effect resolution or a prerequisite, you may play this card.
While this Stunt is toggled on you have +3 Strength, +3 Toughness, +3 Agility and remove Image from all Strength, Toughness, and Agility checks.
SR 1: You suffer 2 fatigue in each of your End of Turn phases.
SR 3: You suffer 1 fatigue in each of your End of Turn phases.
SR 5: You suffer 0 fatigue in each of your End of Turn phases.
When you toggle this Stunt off put (15-SR) recharge tokens on it.
If your stance switches to Offensive, flip this card over.

Ultra-Surge
Fitness, React, Toggle
Prereq: Strength Surge (5), Toughness Surge (5), Agility Surge (5)
This card replaces Strength Surge, Toughness Surge, and Agility Surge.
If you are required to make a Strength, Toughness, or Agility based check or if your Strength, Toughness, or Agility rating is being used to determine an effect resolution or a prerequisite, you may play this card.
While this Stunt is toggled on you suffer 2 fatigue in each of your End of Turn phases.
While this Stunt is toggled on you have +3 Strength, +3 Toughness, +3 Agility and add Image to all Strength, Toughness, and Agility checks.
SR 1: You suffer 2 fatigue in each of your End of Turn phases.
SR 3: You suffer 1 fatigue in each of your End of Turn phases.
SR 5: You suffer 0 fatigue in each of your End of Turn phases.
When you toggle this Stunt off suffer (10-SR) fatigue and put (10-SR) recharge tokens on this card.
If your stance switches to Defensive, flip this card over.

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Rise Above And Overcome

Rise Above And Overcome
Recharge: *
Fatigue: 3
Fitness, Ongoing
Prereq: Strength 3+, Agility 3+, Toughness 3+, Discipline trained
Discipline (Wp)
1: Add recharge tokens equal to SR + # of successes to this card.
You gain +1 Strength, +1 Toughness, and +1 Agility while this card is recharging.
+: Add 1 recharge token to this card; this is usable multiple times.
-: Remove 1 recharge token from this card; this is usable multiple times.
SR5: You may opt to not roll the check and instead gain 3 automatic successes.

Rise Above And Overcome
Recharge: *
Fatigue: 1, Stress: 1
Fitness, Ongoing, React
Prereq: Strength 3+, Agility 3+, Toughness 3+, Discipline trained
Discipline (Wp)
If you are required to make a check based on Strength, Agility, or Toughness you may place this card
1: Add recharge tokens equal to SR + # of successes to this card.
You have +1 Soak and add Image to all checks based on Strength, Agility, or Toughness while this card is recharging.
+: Add 1 recharge token to this card; this is usable multiple times.
-: Remove 1 recharge token from this card; this is usable multiple times.
SR5: You may opt to not roll the check and instead gain 3 automatic successes.


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Athletic Stealth / Athletic Ambush

Athletic Stealth
Recharge: (3 + SR)
Open, Fitness, Ongoing
Stealth (Ag) trained
If you are not impeded you may play this card as an action.
1: You are sneaky and though you are not actually invisible you are very difficult to detect. All checks to detect you add Image Image.
While this card is recharging you add SR # of Image to your Stealth dice pools. If you roll a calamity on a Stealth check while this card is in play remove all recharge tokens from this card and return it to your hand.
Fitness: while this card is recharging you gain +1 maneuver and +1 DEF
If you attack while this card is in play, remove all recharge tokens from this card and flip it to the Offensive side.
 
 
 
 

Athletic Ambush
Recharge: 0
Open, Fitness, React
Stealth (Ag) trained
If you are attacking an opponent who was not aware of you in the previous Turn due to use of Stealth or the Feral Stealth Stunt, you may play this card.
You add SR # of Image to your attack check.
Fitness: You have +1 DEF until the beginning of your next Turn.
 
 
 
 
 
 
 
 

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