Action!/Schtick/Perks & Flaws

You may only buy these at the time of character creation, or with GM permission.

Specialist
Costs 10 points The SkillMax for one of your Proficiencies is raised by 1.

Unready
Provides 10 points A chosen Skill with AV 11+ now has a Skill Max of one less (-1).

Untrained
Provides 10 points A chosen Skill with AV 11+ now only contains one Proficiency (All other Proficiencies are set to 0).

Veteran
Costs 20 points The SkillMax for one your Skills is raised by 1.

Elite
Costs 20 points The SkillMax for one your Skills is raised by 1.

Talented
Costs 10 points The Effect Value of one of your Skills AV rolls is raised by 3.

Natural
Costs 10 points The Effect Value of one of your Skills AV rolls is raised by 2.

Superior Attribute
Costs 30 points An attribute gains a +1 modification.

Heroic Attribute
Costs 30 points An attribute gains a +1 modification.

Flawed Attribute
Provides 20 points You have an unfortunate weakness, that your opponents will surely try to use against you. An Attribute gains a -1 modification. It is not possible to remove this Flaw.

Tragic Attribute
Provides 20 points Your weakness now dwarfs your other abilities. An Attribute gains a -1 modification. It is not possible to remove this Flaw.

Good Looks
Costs 2 points per level, max 5 levels Adds 1 per level to the Effect Value of Interaction/Social Actions.

Bad Looks
Provides 2 points per level, max 5 levels Adds 1 per level to the Effect Value of Interaction/Intimidation Actions. Subtracts 2 per level from the Effect Value of Interaction/Social Actions.

Fast
Costs 20 points Your Move is 1 point higher. You may not raise Move above your maximum.

Slow
Provides 10 points Your Move is 1 point lower. You may not lower Move below 0. If it is 0, you are handicapped and need help or a wheelchair to move around.

Combat Coolness
Costs 10 points Your Initiative is 1 point higher. No combination of Initiative enhancement with Combat Coolness can more than double your Initiative.

Battle Experience
Costs 30 points Your Shot Count is 1 point higher. No combination of Shot Count or Initiative enhancement with Combat Coolness can more than double your Shot Count or Initiative.

Civilian
Provides 20 points Your Shot Count is 1 point lower. If it is 0, there is a 1 in 2 chance that you will not be able to act this round.

Resources
Costs 10 points per Resource point.

Cash per month modifiers

 * +3 Total income per year
 * +2 Slow liquidation. One time sum.
 * +1 Liquidation. One time sum.
 * +1 Total Income per month
 * +0 Executive Auction. One time sum.
 * -1 Per week
 * -1 What your Henchman has per month (1)
 * -2 What your Lieutenants have per month (3)
 * -3 What your Sergeants have per month (10)
 * -4 What your minions have per month (30)

Contact
10 points. Standard Contact.

Buddy
20 points. Positive Contact.

Friend
40 points.

Contact Network
40 points. You always have a Standard Contact available.

Powerful Contact
20 points, 40 points. Often a Corp or Tribe member. May be combined with any other contact.

Gang
20 points. You may call in gang members equal to [a chosen skill/5] that represents the clan with a Luck point or a Skill roll (and a favor).

Clan
40 points. You always have [chosen skill/5] members present, and may call in clan members equal to [a chosen skill] that represents the clan with a Luck point or a Skill roll (and a favor).

Supporting Characters
All these do not gain xp but may be enhanced with xp, that provide 5 points/xp.

Henchman
60 points.Built with 300 points.

Lieutenant
30 points. Built with 150 points.

Sergeant
10 points. Built with 50 points.

Sidekick
20 points. Built with 100p.

Nemesis
Provides 1p per 10p in the Nemesis. The Nemesis is always out to defeat you, not necessarily kill.

Hero Flaws
As per the Hero System