Action!/Schtick/Proficiency

= General =

= Action =

= Deceit =

= Ranged Weapons = Gun Schticks

= Interaction =

Fascinate
Tier 1 As long as nothing disturbs your performance, the audience will not stop attending it. Advancement: Audience must now roll Willpower+Focus vs your Performance+Charisma to snap out of it (2), no circumstance awareness of the audience except for imminent physical danger (+3, requires previous advancement).

Hidden Play
Tier 1 You may now hide any Action with a Performance+Manipulation roll vs onlookers Guile+Perception. Advancement: Hearth-Drenching Performance (3, You may now roll versus the lowest of former and Willpower+Empathy), You may now hide up to [Performance] other targets Actions in your performance (5).

Flawless Performance
Tier 2 You may reroll a failed Performance roll. The new result stands. You may not reroll more than once. Advancement: Reroll becomes Routine (5), You may now add a d10 AV to the reroll (+3, requires Routine reroll).

Master Performer
Tier 2 You are now proficient with all instruments of Performance. Advancement: EV (Progression)

Hidden Performer
Tier 3 As long as you perform, you gain Performance as extra EV to Sneak. If the Sneak fails with less than Performance EV, you may roll Performance+Charisma vs spotter's Willpower+Empathy to make the spotter ignore the problem. Advancement: EV (Progression 1), You may use Performance+Manipulation as Sneak (3).

Expressive Aria
Tier 3 You may communicate any basic feeling to chosen targets within earshot, while performing. Advancement: Communicate a short message instead (2)

Protective Performance
Tier 4 Active Defense, Presence: You may shout, play or exclaim as an Active Defense with a positive die. Advancement: You may now Defend without a Presence, not gaining a positive die. (3)

Mystic Performance
Tier 4 Performance, at least 10 minutes: You may enthrall any person within earshot as if using the Influence Schtick. The optional Power cost is replaced with 2 Presence. Advancement: (Progression)

Paying Customers
Tier 5 You may now use your Performance to pay for anything up to Resources [Performance]. Advancement: Impressive (2), Lengthy Engagement (3), Increase Resources available (Progression 10)

Impressive
Presence: Increase the Resources available with a Performance+Charisma vs Performance-10, EV/5 increases the Resources.

Lengthy Engagement
You may now live as if you had Resources [Performance]. This will require at least a 10-minute performance each day.

Healing Power
Tier 5 You may use Performance+Charisma as Medicine+Wits to regain shockpoints. Advancement: Also cure wounds (5), also cure disease and provide long-term treatment (2)

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

Taunt
Tier 1 Action: Roll Social+Charisma vs target's Social(Willpower)+Empathy. Inflict 1 point of impairment lasting 1 Sequence. Advancement: Cause Impairment (Progression as Power)

Support Group
Tier 2 2 Presence: Target receives +d10 EV to resist any Interaction. May be used after PV has been calculated. Advancement: Lower Cost by 1 Presence (3), Add 2 Presence: Gain +d10 AV to any Social or Society roll (5)

Upper-Class
Tier 2 2 Presence: Gain +d10 EV to any Social or Society roll. Advancement: Lower Cost by 1 Presence (3), Add 2 Presence: Gain +d10 AV to any Social or Society roll (5).

Provoke
Tier 3 Provoke Action: Provoke a target. This target must target you with next Action or receive a 5 points of impairment. Advancement: Inflict a total of 8 points of impairment (5), Inflict a total of 10 points (or a total of Social points) of impairment (10), add targets (Progression 10).

Friends and family
Tier 3 Call Action: A total of Social/5 friends (and/or family) show up to help out. Advancement: Decrease divider by 1 (2p), Increase multiplier (Requires Divider at 1, Progression 10)

Random family member
Attributes 5, +1 to characters highest Attribute group. Characters highest skill 10 For each 5 members: 1 Family member has another skill chosen by character at 10. 1 tool appropriate to a skill.

Mysterious Mutterings
Tier 4 The Mysterious Mutterings confuse others by uttering dire and largely incomprehensible warnings. Action, Presence: Social+Charisma/Social+Empathy. If the EV is 5 or higher, target takes no action as long as no one takes hostile action against them. Mysterious Mutterings lasts [Power] Sequences. During this time, you must continually "mutter" or else the effect ends. While suffering from the effects of Mysterious Mutterings, the targets are disheartened, which makes them easier to affect using other social abilities. Add 5 bonus EV to any attempt to Interact with the targets. Mysterious Mutterings has no effect when used against targets engaged in combat. Advancement: bonus AV (Progression 5), bonus EV (Progression 1/2).

First Impression
Tier 4 The First Impression talent helps to favorably impress targets he or she has just met. The First Impression talent may only be used once against any one target. Action: Make a Social+Charisma vs Social/Willpower+Empathy. A successful First Impression provides an AV bonus equal to the EV/5 for all Interaction-related Actions. The effects of First Impression last a number of days equal to the First Impression's EV/5. Advancement: lower both EV dividers (2/step down to 1).

Master of Ceremonies
Tier 5 You may prepare any Social roll for 10 minutes. This provides an extra d10 AV and your roll is Routine. Advancement: Lower the preparation time to 1 minute (5), lower preparation time to 1 Action (10), also include a reroll (5).

Glib
Tier 5 You gain a new attribute: Glib 5. This Attribute may be used as Presence. Your Glib maximum is the lowest of Social or your normal Attribute Limit.

Force of Mind
Tier 1 Focus and Mind pools are now one pool. Advancement: (Progression)

Power of Will
Tier 1 Focus: Gain +d10 EV to Willpower. Use after roll. Advancement: Gain a Focus with a Willpower Defense that you are unaffected by (3), Gain a Focus with a successful Willpower Action (+2 extra, Total 5)

Lionheart
Tier 2 Lionheart Stance: Get a Free Willpower Active Defense each turn. Advancement: Remove Stance (5), Provide EV to allies within earshot (Progression 5), Provide Defense to allies within earshot (Progression 25)

Title
Tier 2 Advancement: (Progression)

Mind Over Matter
Tier 3 Focus: Resist Damage with Willpower+Focus instead of the normal Defense+Toughness. Add other Soak as usual. Advancement: (Progression)

Diamond Mind
Tier 3 Focus: +7(Total 14) Willpower Active Defense. Advancement: Increase the bonus to [Willpower] (7p), Increase the Bonus to +8 (2p, Progression 5)

Yoga Prana
Tier 4 Focus: Roll any Action skill roll with Willpower+Focus, ignoring all impairment. Advancement: (Progression)

Title
Tier 4 Advancement: (Progression)

Title
Tier 5 Advancement: (Progression)

Mind Bridge
Tier 5 Focus: Initiate a Mind Battle with target within direct line-of-sight for [Focus] Sequences. If any participant loses that fight, their will is broken and must retreat or stand aside from the current conflict. Focus: A Skill roll may be performed with Willpower+Focus.

= Medicine =

Cyber Research
Tier 1 You may design new cyberware prototypes (With the Prototype flaw). Advancement: You may design one Cyber Schtick withouth the Prototype flaw (5), You may upgrade one of your Cyber Schticks with the Mass Production Perk (5).

Marvel Cyber
Tier 2 You have access to any Cyberschticks with a total cost of 2 points. Advancement: Cyberschtick points (Progression 5).

Quick Fix
Tier 3 Mind: You may try to repair a Cyberware schtick with a Cyber Researcher/Intelligence Action. Action: You may juryrig a Cyberware schtick with a Cyber Researcher/Intelligence Action. It is repaired and gains the Prototype Flaw.

Streetdoc
Tier 4 You may perform Cyber Surgery under any conditions without penalties, or complications.

Sword and Gun
Tier 5

Psychologist
= Observation =

Poker Face
Tier 1 Luck: Succeed on a Deceit Defense.

God of Gamblers
Tier 2 Receive a new pool of Gambling points only usable while Gambling. This Gambling pool starts at 4. Progression: Gambling Pool points (1/4 pool points, normal maxima)

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

Danger Sense
Tier 1 You are never totally surprised.

Sense Weakness
Tier 2 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 one Proficiency or Attribute of the target

Advancement: gain: Action, Power: You gain knowledge of one Flaw or Creature Flaw. (2)

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

Alertness
Tier 3 Action: You gain a Free Recon Action.

Mnemonic Recall
Tier 1 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).

Staring into the Abyss
Empathy Schtick

Eye of the Beholder
Charisma

Sharp Vision
Tier 2

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 =

Sorcery
Action!/Schtick/Sorcery Blood Magic, Elven Sorcery, Fire Magic, specializations, Wizardry, Dark Magick, Infernalism, Maho, Elementalism, Shahir Summoning, Shamanism.

Specializing Perks

 * General: Choose 3 schticks. Used for a plethora of schticks to gain EV/AV/Free Actions/Increased Def against/etc etc. Or a free point to "change" the 3 schticks. All other have a flaw (like -EV/AV, extra Action required. Not Cost.). Examples: Fire Mage,

Transformative Perks

 * Blood Magic/Taxing/ (May spend Shock points to gain EV, Wounds as AV, Schticks that allow for blood drain, etc etc)
 * School (Some skill as support to Sorcery (Song Magic), The Fast School (+5 Initiative, Diff increased by 1, etc)
 * Dark/Madness/Infernal/Corrupting/Insidious Magic (Gain a Dark point: Gain +d10 AV to Sorcery (or other things w/ other schticks), Darkpoints > something causes something horrible)
 * Light/Holy/etc: (Magic that drains the caster, Sideeffects cause Holy things, Use Faith as Resource)

Supernatural Creature
Action!/Schtick/Creature Powers

Animal Powers
General Animal Powers. Animal Powers

Occultech
OcculTech

Mutation Therapy
Tier 1 Raise the Mutation Threshold by 1, from Power to Power+1. Advancement: Mutation Threshold (Progression 5)

Implant Therapy
Tier 2 One of your OcculTech Devices is implanted into you, removing the need for an AI/O port. This causes a permanent level of Mutation, but removes any Mutation buildup.

Demon Implant
Tier 3 One of your OcculTech Devices gains: Action: Free Device Action at -5 AV. Advancement: AV (Progression 10, Up to 0).

Tier 4
Tier 4

Corruption
Tier 5 Power: Transfer PV/5 Mutation Points to a touched target with a Occultech+Power vs Occultech or Willpower+Power, Focus or Toughness. Advancement: PV mutation point divider (25), Remove Power cost (5), Increase Range (Power/3m 2, Power m 4, Power x 3 m 6, Power x 10 m 8, LOS 10)

Tier 5
These proficiencies are only examples.

= Pursuit = Pursuit Schticks

Pursuit Tier 5
= Security =

Forgery
= 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 (2), Grapple +5 (0), Hold (2). Upgrade to cause previous effect simultaneously (+1), EV (Progression 1).

Gatherer
Tier 1 You may make Gather (Food/Water 1-3, Water/Food 1d-4d) Survival+Perception rolls at Difficulty 0. Progression: EV (Progression 5), Increase Food/Water (Progression 10).

Tracker
Tier 2 Full Move: You may make a Free Survival tracking Action at +5 AV in a chosen terrain you have a Survival Proficiency for. Progression: Gain a Free Move (2), Gain a Full Move (4), Gain a Movement Boost +8 (Progression 1).

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: Athletics (Progression 1).

Heat and Shelter
Tier 3 You can build a shelter and start a fire anytime, anywhere for up to 10 people. Progression: People (Progression 2), Regain 1 pool point if you rest at the shelter (10), +1 any pool point regain, up to 5 (Progression 10).

Pet Owner
Tier 3 Gain a Pet built on 15 points. Progression: 5 points to the pet (1).

Wrangler
Tier 4 You gain a +5 AV bonus to handle animals in any way. Progression: AV (Progression 10).

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: AV (Progression 10), Focus: +d10 AV to hide (5), +d10 EV to hide (5).

Ranger
Tier 5 Gain a +5 Defend bonus when in a chosen terrain that you have a Survival Proficiency for. Progression: Defense (Progression 5), Focus: +d10 Defense (0), Cannot be Surprised (10), Gain 1 Shot per Sequence when in combat (3), +1 Shot up to 4 (3), upgrade Shot gain to d10 (3, requires 4 Shot gain). = Tech =

Pack Rat
Tier 2 Once per Session, you have the right tool for a job.or Luck: You have the right tool for a job. Advancement: More times per session (Progression 10).

Marvel Tech
Tier 4 You may choose Tech with a total cost of 2 points. You may change that Tech by spending [Points x 5] hours tinkering. Advancement: Tech points (Progression 5).

Pack Rat
Tier 2 Once per Session, you have the right tool for a job.or Luck: You have the right tool for a job. Progression: More times per session (Progression 10).

Grease Monkey
Tier 2 Divide repair times by 2. Progression: Repair time factor (Progression 10).

Engineering
As in architecture and Engineering.

Packrat
Tier 2 Once per Session, you have the right tool for a job.or Luck: You have the right tool for a job. Progression: More times per session (Progression 10).

Givin' her all she's got
Tier 5 Use a gadget or modification to boost another Schtick. Requires [points] hours to modify. Add 5p to any other Schtick. Progression: Bonus to any other system (5).

Infinite Lever
Tier 1 Mind or Action: Substitute Tech with Athletics.

= Arts = = Academics = = Profession= =Specialty Skills= Skills from specific campaigns or modules =Artifact= From the Explorers of the Unknown

= Reality =

Gather Possibility
Tier 1 Gain a Pet built on 10 points. Progression: 5 points to the pet (1).

Share Possibility
Tier 1 You gain a +5 AV bonus to handle animals in any way. Progression: AV (Progression 10).

Force Contradiction
Tier 2 1 Possibility: Roll Reality Manipulation+Possibilities/Reality Defence+Possibilities vs target with possibility for contradictifaction. 0-4: Nothing. 5-9: Shaken. 10-19: target has a d10 penalty die on Actions that cause contradictions. 20+: Target with possibility for contradiction fails all Actions that cause contradictions. This Effect lasts Possibility Sequences.

Storm Knight
Tier 2 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 (2), Grapple +5 (0), Hold (2). Upgrade to cause previous effect simultaneously (+1), EV (Progression 1).

Stormer
Tier 2 You may make Gather (Food/Water 1-3, Water/Food 1d-4d) Survival+Perception rolls at Difficulty 0. Progression: EV (Progression 5), Increase Food/Water (Progression 10).

Possibility Raider
Tier 3 Full Move: You may make a Free Survival tracking Action at +5 AV in a chosen terrain you have a Survival Proficiency for. Progression: Gain a Free Move (2), Gain a Full Move (4), Gain a Movement Boost +8 (Progression 1).

Realm Runner
Tier 3 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: Athletics (Progression 1).

Shard Expert
Tier 4 You can build a shelter and start a fire anytime, anywhere for up to 10 people. Progression: People (Progression 2), Regain 1 pool point if you rest at the shelter (10), +1 any pool point regain, up to 5 (Progression 10).

Glory Call
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:

Storm Duellist
Tier 5 Get +5 AV to Survival hiding rolls in a chosen terrain you have a Survival Proficiency for. Progression: AV (Progression 10), Focus: +d10 AV to hide (5), +d10 EV to hide (5).

Ranger
Tier 5 Gain a +5 Defend bonus when in a chosen terrain that you have a Survival Proficiency for. Progression: Defense (Progression 5), Focus: +d10 Defense (0), Cannot be Surprised (10), Gain 1 Shot per Sequence when in combat (3), +1 Shot up to 4 (3), upgrade Shot gain to d10 (3, requires 4 Shot gain). = Psi =

Telepathy
= Magic =