Action!/Schtick/Proficiency

= Action =

Confidence
Tier 1 Regain a Shot at the end of a Sequence where you only Actively Dodged and didn't get Hit. Progression: 2-5 Shots (+6/Shot), Remove Active Dodge (2), Remove didn't get Hit (2).

Fox Defense
Tier 1 Active Defense: Opponent pays 1 Shock point to Attack you. Progression: Shock points (Progression 10).

Move Away
Tier 2 Dodge: Free Move if successful. Progression: Full Move (2), Always (2), May perform non-Attack Action (8), May perform any Action (8, requires non-Attack Action).

Nimble
Tier 2 Succesful Dodge: Opponent may not perform Attack or Defense as next Action. Progression: Opponent must save before performing Attacks/Defenses (8), Opponent has -1 on the save (10).

Setup
Tier 3 Successful Dodge: Gain an extra Effect die to your next Action, if it is an Action against the Dodged target (non-Cumulative). Progression: Only Action Skill (-4), Gain Effect die 2-5 (12-48), Gain an extra d10 AV (20).

Lightning Reflexes
Tier 3 Shot, Shockpoint: You may make a Free Active Dodge Defense once per Sequence. Progression: No Shot Cost (6), Not once per Sequence (2), No Shockpoint Cost (2).

Zig-Zag
Tier 4 Full Move: Free Active Dodge Defense. Progression: Only any specific Action (2), Only any Action (4), Only Move required (4), No Move required (8).

Elusive target
Tier 4 Any unsuccessful Attack against you Stymies the opponent. Progression: Stymied until save (8), -1 on the save (10), instead of Stymie (also raises cost of until save) Stagger (2/10) or Freeze (8/16), Adding Stagger (10/18).

Retaliation
Tier 5 Counterattack against the opponent when Hit. Progression: When Attacked (6), Before Attack (12).

Quicksilver Stance
Tier 5 Quicksilver Stance: Free Active Defenses, each with a Move. (-5+8+2) Progression: Quicksilver is not a Stance (10), Full Move (2), Triple Move (4).

Martial Arts, Fighting
Fu Schticks. Kung Fu Style Variants

Martial Arts
Tier 1 Natural Weapons do Damage or Stun. Progression: Include choice Daze (+2), include choice Stymie (+2), include choice Staggered (+2), include choice May not spend specific Pool Point (+2), include option +1 Shot (+4/Progression 20), include option Down (+2) add Out (requires Down, +4).

Weapon Training
Tier 1 All close combat weapons you wield gain +1 AV. This also affects shields and other defensive weapons. Progression: AV (Progression 20), Gain Effect die (12), Shock (Progression 2), Wound (Progression 100), Gain option Bleed (+16), Gain Bleed (+48).

Defender
Tier 2 You may Defend against all Attacks aimed at you. Progression: Counter (10 (Hit Counter), 16 (Attack Counter), 22 (Defensive Counter)), Gain Active Defense bonus (Progression 2/3).

Striker
Tier 2 Add Knockback to any Attack. Progression: Progression 4, Add Knockback (4), Gain Damage (Progression 1).

Marauder
Tier 3 Attack, 2 Shock points: Attack gains Bleed. Progression: Remove Shock points cost (4), Exchange Bleed for Freeze (6), Add Freeze (16), Exchange Bleed for Unaware (-2), Add Unaware (8), Gain Cause Impairment w save 1-5 (4/Impairment, Progression 20).

Skirmisher
Tier 3 Attack: Gain Free Move. You may retreat from melee at no penalty. Full Move Action: You may perform a Triple Move instead of a Full Move. Progression: Move (Progression 20), add Defense:Gain a Free Move (6, Progression 20),.

Weapon Master
Tier 4 Gain the following with all Weapons: 1 shockpoint: Add an Effect d10. Progression: Gain Effect d10 (Progression 60), Extra Damage (Progression 1), Remove shockpoint cost (2).

Armor Master
Tier 4 1 shockpoint: While Armored, remove an Effect d10 from an opponent. Progression: Effect d10 (Progression 12), Extra Armor (Progression 1), Remove shockpoint cost (2).

Guardsman
Tier 5 Successful Defense: Gain a point of Defiance. Defiance: Free Guarded Active Defense. 2 Defiance: Free Guarded Attack and +d10 damage. Progression: Damage Guarded Attack (Progression 2), Armor on Guarded Active Defense (Progression 1).

Man-At-Arms
Tier 5 Successful Attack: Gain a point of Momentum. Successful Attack, Momentum: Gain d10 Damage. Successful Attack, 2 Momentum: Gain d10 AV. Progression: Damage (Progression 2), Remove Momentum cost of Damage (10), Remove 1 Momentum cost from AV (10), Gain a Momentum on an unsuccesful Attack (6).

Endurance
Tier 1 You regain 1 extra Shock point per Sequence when you rest.

Run like the Wind
Tier 1 Move Action: Full Move. Progression: Change Action to Full Move: Triple Move (4), Triple Move (8), adds a Free Active Defense (32),

Tuck and Roll
Tier 2 You may make Free Move before or after you perform another Action. Progression: Action must be Attack (-2), Action must be Successful (-2), You may instead perform a Free Athletics Action (4), You may do both (8)

Ice Climber
Tier 2 : Succesful Athletics Action: You may perform a Free non-Athletics Attack at -5 AV Progression: Only any specific non-Action! Action (4), Only any Action(8), Only Move (12), Free Action (16), Gain Defense (Progression 2).

Daredevil
Tier 4 You gain +5 AV on hazardous Athletics Actions.You may choose to make any Action hazardous. Progression: AV (Progression 20), EV (Progression 2), Regain a Shot on Successful Athletics Action (4), Use Luck, Athletics Action: Regain a Luck on a successful Athletics Action (10).

Daredevil
Tier 5 You gain +5 AV on hazardous Athletics Actions.You may choose to make any Action hazardous. Progression: AV (Progression 20), EV (Progression 2), Regain a Shot on Successful Athletics Action (4), Use Luck, Athletics Action: Regain a Luck on a successful Athletics Action (10).

Daredevil
Tier 5 You gain +5 AV on hazardous Athletics Actions.You may choose to make any Action hazardous. Progression: AV (Progression 10), EV (Progression 2), Regain a Shot on Successful Athletics Action (4), Use Luck, Athletics Action: Regain a Luck on a successful Athletics Action (10).

Teamwork
Stunt Action: You may Buff someone elses next Action AV against your target. (5)

Array of Stunts
Stunt Action: Free Move.

Unbalance
Successful Stunt: Gain +5 AV on your next Stunt against the target.

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Throw
Fu Schticks and Gun Schticks.

Weapon Juggle
Juggle weapons for some bonus or fast draw effect.

Multi-throw
Throw increasingly big weapons with -AV at beginning.

Throw Trick
Around corners, Blind, Bleed etc.

Extra Damage
Shot(Aim?) for bonus.

= Deceit =

Method Actor
Tier 1 Presence: May use Acting as any Proficiency one roll.

Acting Tier 1
Tier 1

Acting Tier 2
Tier 2

Acting Tier 2
Tier 2

Acting Tier 3
Tier 3

Acting Tier 3
Tier 3

Acting Tier 4
Tier 4

Acting Tier 4
Tier 4

Acting Tier 5
Tier 5

Acting Tier 5
Tier 5

Taunt
Tier 1 Action: Roll Bluff+Manipulation vs target's Willpower+Empathy. Inflict Taunt.

Fast Talker
Tier 1 Passive: You may reroll a Bluff roll once.

Silver Tongue
Tier 2 Presence: You may make a Bluff Action. (3)

Bluff Tier 2
Tier 2

Confidence Man
Tier 3 Successful Bluff: You regain a Presence Pool point. (4-1) Progression: Regain a Luck instead (1), Also regain a Luck point (5).

Bluff Tier 3
Tier 3

The Sting
Tier 4 Successful Bluff: Gain d10 EV. (-1+5)

Bluff Tier 4
Tier 4

Ace in the Hole
Tier 5

Bluff Tier 5
Tier 5

Disguise Tier 1
Tier 1

Disguise Tier 1
Tier 1

Disguise Tier 2
Tier 2

Disguise Tier 2
Tier 2

Disguise Tier 3
Tier 3

Disguise Tier 3
Tier 3

Disguise Tier 4
Tier 4

Disguise Tier 4
Tier 4

Disguise Tier 5
Tier 5

Disguise Tier 5
Tier 5

Hitting the Grass
Tier 1

Tactics Tier 1
Tier 1

Tactics Tier 2
Tier 2

Tactics Tier 2
Tier 2

The Gate is Open
Tier 3 Lose a Tactics roll versus an opponent: Next Tactics roll is Inspired.

The Way is Clear
Tier 3 Win Tactics roll against opponent, Mind: Opponent is Confused by Outcome.

Sudden Strike
Tier 4 Successful Tactics: Gain Augment to your next Action vs that opponent.

Hold the Line
Tier 4 Tactics roll: Gain Diminish versus that opponents next Action.

Chain of Stratagems
Tier 5 Tactics pool point: All other members of team gain an identical Tactics Pool point.

Tactics Tier 5
Tier 5

Tactics Tier 2
Tier 2

Tactics Tier 2
Tier 2

Tactics Tier 3
Tier 3

Tactics Tier 3
Tier 3

Tactics Tier 4
Tier 4

Tactics Tier 4
Tier 4

Tactics Tier 5
Tier 5

Tactics Tier 5
Tier 5 = Ranged Weapons =

Vehicle
= Interaction =

Chameleon
Tier 1 Passive: You never receive Social penalties for unknown circumstances.

Support Group
Tier 2 Presence: Allow someone receive a new attempt to resist any effect.

Willpower
= Medicine =

Psychologist
= Observation =

Elementary!
Tier 1 You automatically understand how clues are connected.

Danger Sense
Tier 1 You are never totally surprised.

Sense Weakness
Tier 3 Action: You gain knowledge of the target's highest Attribute. Action: You gain knowledge of the target's lowest Attribute. Action: You gain knowledge of a chosen Proficiency or Attribute of the target.

Sensate
Tier 3 Ignore all negative modifiers to any Observation roll.

===

Alertness
Action: You gain a Free Recon Action.

Mnemonic Recall
Action: With a successful Recon+Perception versus a Difficulty set by the GM (normal situation 10, total chaos 25) you retain information about the scene and can later recall it using a Recon+Intelligence roll Diff set by GM (Default Time Value).

Flash of Genius
Passive: Speeds a Research progress by a factor of 10, that is 2 steps on the Value versus Range and Time table.

Making Do
Passive: You gain no penalties for having no research tools as long as you have access to wrong research tools. Complex research tools requires complex replacements, and this Schtick does not allow you to build anything, and Tech Use is still necessary to operate advanced machinery.

= Occult = Dark Arts Glamour Hermetic Magic Sorcery

= Pursuit = Pursuit Schticks

Pursuit Tier 5
= Security =

Investigation
= Survival =

Trapper
Tier 1 You may make traps in a chosen terrain that you have a Survival Proficiency for that cause Stun Damage at your Survival/Terrain+Agility to Detect with +8 EV. Progression: Trap can instead cause: Damage +0 (0), Blind +5 (0), Bleed +0 (20), Grapple +5 (0), Hold (20). Upgrade to cause previous effect simultaneously (+100), Normal Progression.

Gatherer
Tier 1 You may make Gather (Food/Water 1-3, Water/Food 1d-4d) Survival+Perception rolls at Difficulty 0. Progression: Normal EV Progression, Increase Food/Water (Normal AV Progression).

Tracker
Tier 2 Full Move: You may make a Free Survival tracking Action at +5 in a chosen terrain you have a Survival Proficiency for. Progression: Gain a Free Move (20), Gain a Full Move (40), Gain a Movement Boost +8 (20, Normal Progression).

Home Terrain
Tier 2 You do not take movement penalties in a chosen terrain you have a Survival Proficiency for. Gain +5 EV to Athletics in the same terrain. Progression: Normal Athletics Progression.

Heat and Shelter
Tier 3 You can build a shelter and start a fire anytime, anywhere for up to 10 people. Progression: People (Normal Progression, at x2), Regain 1 pool point if you rest at the shelter (100), +1 any pool point regain, up to 5 (+100).

Pet Owner
Tier 3 Gain a Pet built on 100 points. Progression: 50 points to the pet (10).

Wrangler
Tier 4 You gain a +5 AV bonus to handle animals in any way. Progression: Normal AV Progression.

Herbalist
Tier 4 You can gather and prepare items found in nature in a chosen terrain you have a Survival Proficiency for, to make medicinal products. You can Heal / Rejuvenate with one day's gathering of items. Progression:

Scout
Tier 5 Get +5 AV to Survival hiding rolls in a chosen terrain you have a Survival Proficiency for. Progression: Normal AV Progression, Focus: +d10 AV to hide (200), Focus: +d10 EV to hide (100).

Ranger
Tier 5 Gain a +5 Defend bonus when in a chosen terrain that you have a Survival Proficiency for. Progression: Half Cost AV Progression, Focus: +d10 Defense (160), Cannot be Surprised (100), Gain 1 Shot per Sequence when in combat (60), +1 Shot up to 4 (60), upgrade Shot gain to d10 (60, requires 4 Shot gain). = Tech =

= Arts = = Academics = = Profession=