Action!/Schtick/Proficiency

/test = General =

= Action =

= Deceit =

= Ranged Weapons = Gun Schticks

= Interaction =

= 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, multiple), You may upgrade one of your Cyber Schticks with the Mass Production Perk (5, multiple).

Streetdoc
Tier 2 You may perform Cyber Surgery under any conditions without penalties, or complications.

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. A broken Cyberware schtick repaired and gains the Prototype Flaw, or it gains the Prototype Flaw and provides Inspired.

Marvel Cyber
Tier 4 You have access to any Cyberschticks with a total cost of 2 points. Advancement: Cyberschtick points (Progression 10).

Cyber Scientist
Tier 5 You may lower any costs beside points of a Cyber Schtick by [Cyber Researcher]. You may increase the bonus of a Cyber Schtick by 1 per point invested in it, ignoring Limits.

Healer
Tier 1 Diagnose only takes 1 Action. Advancement: Get a Free Diagnose per patient and day (or reason)(4)

Barber-Surgeon
Tier 1 May use any scraps to bandage Wounds and heal disease and poison without penalties. Advancement: Lower the Difficulty of any Medicine roll by 5 if using proper medical tools. (Progression 2)

Emergency Responder
Tier 2 1 Mind: Heal patient's first Wound when bandaged. Advancement: Possibly heal 1 more Wound when bandaging (Progression 10).

Head Nurse
Tier 2 Gain 5 bonus EV, past the normal limit, when treating patients in downtime. Advancement: Increase the bonus EV (Progression 2)

Advanced Treatment
Tier 3 May heal a patients two times before the situation has to change. Advancement: Times healed (Progression 15)

Triage Expert
Tier 3 You may treat up to 2 named or 5 unnamed patients without multi-action penalties. Advancement: Increase the Multi-Action Penalty ignored (Progression 5), patients

Barber-Surgeon
Tier 4 You may temporarily immunize a patient against all impairment with some kind of anesthetic. This lasts up to [Physician] Sequences. After that, the impairment returns, and the target has to make a Willpower+Focus roll vs Difficulty (Wounds x 5)-5 to remain conscious. Advancement: Prolong the duration 1 Sequence (Progression 5), Lower the Difficulty by 5 (2).

Physical Therapist
Tier 4 You may temporarily lower any Physical Flaw of a target by spending downtime with them. 2 points per week trained, with Flaw returning if training is not kept up. Advancement: Increase points per week by 1 (Progression 10)

Specialist
Tier 5 You may pay 1 Mind to gain a bonus d10 on any Medicine roll. Advancement: Also gain a reroll (5), remove the negative die (Requires the reroll, 10)

Code Blue Specialist
Tier 5 2 Mind: Revive target from 0 Wounds or less, raising them to 0 Wounds with a Physician+Wits vs Diff 40 - target Toughness. Target gains 1 SP and 1 Wound and gains the Flaw:Cannot regain SP, until all Wounds are healed. Advancement: Lower Diff by 5 (Progression 2), Regain 1 more SP (Progression 5), Regain 1 more Wound (Progression 25).

Psychologist
= Observation =

Secret Agenda
Tier 1 You may ask one question about an organization for each interaction with it.

Requisition
Tier 1 Under construction You may requisition any item from an organization with a Bureaucracy+[Attribute] roll vs Difficulty 0 + points value x 10.

Tier 2

Papers, please
Tier 2 You gain a Free Interaction when using Bureaucracy.

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

Saint 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)

God of Gamblers
Tier 5 You may use Gambling as any Skill. You may use Gambling Pool as Luck Pool.

Inertial Compass
Tier 2 You always know your way out (or back).

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

Danger Sense
Tier 1 You are never totally surprised. Advancement: Danger direction (1), Problem type (1), Advance warning in Sequences (2, Progression 10)

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.

Notice Schtick
Tier 4

Notice Schtick
Tier 5

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

Occurrence-Specific
As the Sorcery variant, But should remove at least 1/3 of all occurrences. Not in direct Sunlight, In or near the Sea, Not in cities

Animal Powers
General Animal Powers. Multiple Animals. Specialized Animal. Lessen cost of Animal Power. Attribute enhancement like Animal. Add Skills to Animal Package. 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 =

Crime
(also Investigation)

Network Snoop
Tier 2

Sneaky Move
Tier 2 Move: Make a Free Sneak.

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 =

Tooltip
Tier 1 Mind: Reroll a Build roll. Advancement: Remove Mind cost (4)

Pack Rat
Tier 2 Once per Session, you have the right tool for a job. If your have the Toolmaker Schtick you may choose one of those. Luck: You have the right tool for a job. Advancement: More times per session (Progression 10).

Tech Savvy
Tier 3 Never receives penalties for unknown technology.

Toolmaker
Tier 3 You may produce tools that provide one of the following bonuses: This has time increment 10 Difficulty 10/20 Build Action. Advancement: New powers (1), Lower increment by 1 level (2 per increment down to 10 minutes), Lower EV Difficulty by 2 (1 / 2 EV down to 0), Lower AV Difficulty 1 (2, down to 5), Increase EV levels gained (2), Remove Mind on reroll (5), Remove 1 Mind on AV (5).
 * +1 level EV Tech/any(choose one)
 * Mind: Reroll Tech/any roll(choose one)
 * 2 Mind: d10 AV to Tech/any roll(choose one)

Marvel Tech
Tier 4 You may choose Tech with a total cost of 2 points. You may change that Tech by spending time increment points+5 tinkering. Advancement: Tech points (Progression 5), Lower Increment required (2 per point).

Speed Builder
Tier 5 Your build speed is increased to two rolls per time increment. Advancement: Speed multiplier (Progression 25).

Grease Monkey
Tier 1 Mind: Extra d10 EV. Advancement: You may pay unlimited amount of Mind for d10 EV (2).

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).

Quickfix
Tier 2 Lower repair time by 1 time increment. Progression: Repair time increment (Progression 10).

Tech Savvy
Tier 3 Never receives penalties for unknown technology.

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).

Tech Savvy
Tier 3 Never receives penalties for unknown technology.

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

Infinite Lever
Tier 1 Mind or Action: Gain +3 AV to any Athletics / Build / Repair roll. Advancement: AV (Progression 10).

Quick Measure
Tier 2 You may perform Use with applicable technology as a support Action to any other applicable Proficiency.

Trained Operator
Tier 2 When you perform a Use Action you perform any other Action as a Free Action.===Tech Savvy===

Tech Savvy
Tier 3 Never receives penalties for unknown technology.

Battery-powered
Tier 4 1 Shock point or Action: Item used for Use Action will work this Sequence. This include payphones and vending machines.

Power User
Tier 5 Use Actions gain a free d10 EV. Advancement: EV die becomes an AV die (5), also gain an AV Die (10).

= Arts =

= Academics =

= Profession=

=Specialty Skills= Skills from specific campaigns or modules

Artifact
From the Explorers of the Unknown

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).

Telepathy
= Magic =