Action!/Schtick/Attribute/Old

All Attribute Schticks require that the Attribute in question is at least 10 (unmodified). A variant is that Attribute Schticks require that the Attribute in question is at least 8+number of previous Attribute Schticks (unmodified). These Schticks are primarily intended for campaigns where other Schticks are rare.

The Ox is Strong
Passive: Your carrying and lifting Strength is at +10.

Conditioning
Passive: You have Armor equal to your basic Strength. No enhancements.

Lethal Weapon
Passive: Your body now counts as a +5 Damage weapon.

Increased Momentum
Passive: Any close combat weapon you use now gets a +2 EV Multiplier.

Fitness
Passive: Add your Strength to your Shockpoints.

Lightning Reflexes
Passive: Your Agility counts Double when calculating your Shot Pool. (Agility x 2 + Luck + Wits)/3.

On the Move
Action: You may perform a Free Move.

100-meter Dash
Passive: Your Move is increased by Agility.

The Human Target
Active Defense: Your Active Defense provides Agility Defense.

Contortionist
Passive: All Agility-based rolls are now Routine.

Fortitude
Your natural Wound Threshold is now at +5.

The Earth Is Patient
Add Toughness to your Soak.

Deep Reserves
Add Toughness/2 (rounded down) Wounds and Toughness Shockpoints.

Explosive Effort
2 Shockpoints: You may make a Move as a Free Action. This costs Wounds when you ignore or regenerate Shockpoints. 5 Shockpoints: You may take an Action. This costs Wounds when you ignore or regenerate Shockpoints. Action, Wound: Gain a d10 to your Action.

Long Distance Runner
You regain Shockpoints if you only Move and Defend during a Sequence. You regain an extra Shockpoint when you do nothing.

Hypersense
Choose one sense. It gains the following ability: Passive: AV rolls including [the sense] now always count as Routine. Luck dice add to the real total, not the 0.

Sixth Sense
Passive:You are never surprised or blindsided as long as you are not taking any Actions.

Awareness
Passive:You do not receive any environmental penalties to your Perception-based rolls.

Hand-Eye Coordination
Passive:You gain a +2 EV multiplier to any gun wielded.

Brilliant Genius
Passive: You gain an Int-pool if you didn't already have it.You can use such a point as a point from any Soul Pool.

Knowledgeable
Passive: You always roll at least 0 Outcome on any Academics or Knowledge element of a Proficiency.

Lightning Calculator
Perform any Action: You may perform a Free Intelligence-based Action.

Professor
Passive: You gain an Int-pool if you didn't already have it. You can use such a point to gain a temporary Information Schtick that works as an Academic or Knowledge Proficiency at your Int or Skill rating.

Action-oriented
Perform Wits-based Action: You may perform a Free Body, Spirit or Soul-based Action.

Foresight
Passive: Your Wits counts double against your Shot Pool.

The Way of Wit
Passive: Your Wits counts against your Presence.

Speed of Thought
Shot: Gain Wits Initiative.

Double-Time
Perform Action: You may perform an identical Free Action.

Natural Leader
Action, Presence: Bolster other allies' Actions with an extra positive die. Unnamed characters all gain the extra die, while named characters also receive a point of refill for any Pool.

Gaze
Perform Action: You may perform a Free Charisma-based Action.

Gifted Performer
Passive: You may use Performance as a combat skill, damaging Presence with Charisma and causing Shock points. At 0 Presence, target is thoroughly humiliated.

Mr. Personality
Presence: Gain the effect of 2 Presence.

Silver Tongue
Passive: You gain a +d10 EV on all Manipulation-based Actions.

Solid Banter
Presence: No-one may interrupt your monologue, not even during combat. Passive: Your Manipulation counts twice against your Presence.

Liar, Liar
Perform Action with Manipulation: Gain a point of Presence if successful.

Ox and Feces
Active Defense: Your Active Defense is equal to Interaction or Deceit/Manipulation.

Caretaker
Action: You read your opponent's motives. Passive: Empathy counts twice against your Presence.

Stolid Defender
Presence: You gain +d10 on any Defense.

Healing Soul
Passive: Any healing attempts from or on you gains +d10 AV.

Koans and Mantras
Passive: You may Defend anyone against Spirit-based Effects.

Single-minded
Action: Lower Defense by 5. You receive +5 AV and a +2 Effect multiplier on all Actions. Action: Your Defense, AV and Effect Multiplier returns to normal.

Focusing Moment
Action: Regain a Focus point.

The Dragon
Focus: Substitute any Attribute with Focus until end of Sequence.

Focal Point
Focus: Gain d10 AV on any Action.

Jinx
Luck: Inflict negative dice on opponent or cancel spent Luck point.

Pure Luck
Luck: Gain 2 Luck dice.

Surefire
Beside the normal effect, you gain Routine on your Action roll when you use a Luck point.

Lady Luck's Smile
At the beginning of each Sequence you regain a point of Luck, as long you don't have a Luck point.

Soul Pact
You receive a +5 modifier to your Power and 3 -1 modifiers to your other Attributes.

Master of Magic
Each Power point spent counts as 3 Power points.

Powermonger
Each time you make an opposed roll and gain at least 1 Effect, you gain 1 Power.

Archfiend
Passive: Occult Actions and Active Defenses gain a +d10.