Sure, but I don't think stuff like No Pain No Gain has any meaningful effect on flavor or backstory. It's just a numerical tweak.
It does play into his willingness and ability to take hits for the team, though -- the idea that he can rack up a lot of damage to himself and keep going despite it. I will go through and see what I can trim, though.
High Fists doesn't have to be martial arts skill. It can be brute force or improbably-effective action-hero fighting or, in this case, sheer speed.
In which case, the stunt where she gets to use her Athletics to attack makes more sense, I think. Given how, in the card game, damn near
everything she does aside from scientific research has to do with her speed (and her "Incapacitated" art in two out of three cases focuses on her being immobilized), I'm inclined to think, as a character, she should face significant disadvantage without her speed power -- hence the lower Fists score.
A villain discreetly puts something deadly in his dinner. There's no fight, but he ends up facing a serious physical threat. Probably not a concern in the card game, but a plausible worry in an RPG.
And since it's an Item of Power and he wouldn't be wearing it while eating, that's already kind of a "catch."
That said, there is a villain who focuses on "Infecting" the heroes, and one of the effects of the infection is the hero does irreducible damage to him or herself each turn...
The Martial Artist stunt lets you make fighting-related Assessments and Declarations with Fists + 1. This could be similar, but with gear and another skill.
I'm inclined to have it be Craftsmanship, then.
Yep. I think Taran meant the other one though.
I should familiarize myself with the custom powers more, I think.