Action!/Schtick/Attribute

=Attribute=

Old Schticks

The Ox is Strong
Tier 1 You may carry and lift x5 normal. Progression: Carry and lift multiple (Progression 1), Ignore Knockdown (1), Ignore Knockback (Progression 1)

Conditioning
Tier 2 You have +5 Hardened Armor. Progression: Armor (Progression 1), Armor Hardness (Progression 5, levels).

Lethal Weapon
Tier 2 Your body counts as a Damage 5 Weapon. Progression: Weapon Damage (Progression 1), Weapon Armor Penetration (Progression 5).

Hardy
Tier 2 You have +2 Wounds. Progression: Wounds (Progression 5).

Feat of Strength
Tier 3 Gain +3 Strength for anything except Attacks. Advancement: Strength (Progression 5)

Storm Leap
Tier 4 Move: You may jump a Double Move.

Bull Stance
Tier 5 Stance: Your Attacks knockback and knockdown your opponents. Knockback is up to 1 per EV. Knockdown is automatic. Advancement: Your knockback affects 2 more adjacent targets (1), your knockdown affects 2 more targets (+2), your Attacks affect all targets (+2)

Confidence
Tier 1 Regain +1 Shot at the end of a Sequence where you didn't act. Advancement: 2-5 Shots (+3/Shot), Change to only performed Active Dodges and didn't get hit (1), Remove didn't get Hit (2), Change to Always (4).

Dash
Tier 1 Full Move: Make a Triple Move. Progression: Move (Progression 3), Extra run multiple up to 5 (Progression 5), Extra Defensive Move 1-5 (Progression 2)..

Contortionist
Tier 2 Passive: All Agility-based rolls gain +5 EV. Progression: Agility (Normal Progression), All Agility rolls are Routine (60), Gain a positive Die with Agility rolls (XX).

Runner
Tier 2 Perform any Action Action: Free Move. Progression: Gain: Shot: Free Move (1), You may take an extra Move each time you take any Action (1).

The Human Target
Tier 3 You may soak Damage with Agility instead of Toughness. Advancement: Extra Agility Soak (Progression 1), Extra Defense versus all Attacks (Progression 10).

Swinging and Flipping
Tier 3 Shot, Attack: You may combine Dodge and an Martial Arts Attack once per turn. Advancement: You may now use any Attack as an Attack (1), Dodge and Attack any amount of times per turn (1).

Swayback
Tier 4 2 Shockpoints, Active Defense: Gain +3 AV, +5 EV on your next Martial Arts Attack. Advancement: You may now attack with any Attack (1), Bonus AV (Progression 10), Bonus EV (Progression 1), Lower Shockpoint cost to 0 (2).

Lightning Reflexes
Tier 4 Raise Shot Count by 1 and Initiative by 5. Progression: Initiative (Normal Progression), Shot Count (Pool Progression Worth 3),

Rolling Thunder
Tier 5 Your normal, single Move may now be made in any direction, even upwards. If you make an Attack as a part of a Move, gain +Move Damage to the Attack. Advancement: Extra Damage past 3rd level (Progression 1), Make any Move (Full, Triple or otherwise) in any direction (2).

Lightning Stance
Tier 5 Stance: Gain +3 Shots per turn. Progression: Shots gained (Progression 15).

Tireless
Tier 1 You can endure anything longer than is normal (+5 to endurance totals). Progression: Endurance (Normal/2), May use Refresh on self (+100, requires Endurance +10).

Hardy
Tier 1 You have +1 Wounds. Progression: Wounds (Progression 5).

Endurance of Body
Tier 2 You have +2 Shock points. Progression: Shock points (Progression 5)

Conditioning
Tier 2 You have +5 Hardened Armor. Progression: Armor (Progression 1), Armor Hardness (Progression 5, levels).

Resistance
Tier 3 Defense: +3 Soak Progression: Soak (Progression 5)

Refresh Stamina
Tier 4 Action: Regain 20 Shock points. Progression: Regain Shockpoints (Progression 5 / 5 Shockpoints)

Mountain Stance
Tier 5 Stance: When hit, ignore the first 5 Shock and 1 Wound. Progression: Shock (5), Wound (5).

Commanding Presence
Tier 1 Command Stance: You gain the following ability: Presence: All allies gains +d10 EV on their next Action.

Impressive Performance
Tier 1 Interaction (Charisma), Presence Point: Your Interaction gains +3 AV.

Inspiring Presence
Tier 2 Command Stance: You gain the following ability; Presence: An ally gains +d10 AV on their next Action.

Aura of Confidence
Tier 3 Command Stance: Any type of Active Defense: All allies gain +10 Resistance to the Actively Defended Effect.

Protection of Courage
Tier 3 Action: An ally gains your Charisma as a bonus to Passive Defense until end of turn.

Charismatic Leader
Tier 4 Interaction, Presence: All unnamed and a named character gain a positive AV die to any Defense or Interaction.

Withering Stare
Tier 4 any Action: Gain a Free Social Interaction.

Protection of Courage
Tier 5 Action: An ally gains your Charisma as a bonus to Passive Defense until end of turn.

Protection of Courage
Tier 5 Action: An ally gains your Charisma as a bonus to Passive Defense until end of turn.

Conversationalist
Tier 1 Any successful Manipulation-based roll: Gain the use of any Knowledge next Action.

Perfect Lie
Tier 2 Presence: Any Manipulaton-based roll becomes Routine. Advancement: Remove Presence cost (3), gain: Presence: gain at least 0 Outcome on a Manipulation-roll (2).

Glib Tongue
Tier 3 Successful Manipulation-based roll: Gain +5 EV and a Presence Point. Advancement: EV (Progressoin 1), Gain an extra Presence Point/5 EV (5).

Tier 4
Tier 4 Text Advancement: (Progression)

Tier 5
Tier 5 Text Advancement: (Progression)

Tier 4
Tier 4 Text Advancement: (Progression)

Tier 4
Tier 4 Text Advancement: (Progression)

Tier 4
Tier 4 Text Advancement: (Progression)

Tier 4
Tier 4 Text Advancement: (Progression)

Tier 4
Tier 4 Text Advancement: (Progression)

Sensate
Tier 2 You may use one other sense as a targeting sense. Progression: Add another targeting sense (2), gain a new sense with Perception 5 (5), increase new sense Perception (1/2).

Sentinel
Tier 2 You can now use your Perception as binoculars with x5 times magnification. Progression: Use Perception as a Microscope (with x5 times magnification) (2), Double magnification (2 / Max x160).

Photographic Memory
Tier 2 You can remember everything. At least almost everything. Roll Perception+5 vs the following Difficulty: (Time Value-10)x5.

Perfect [Sense]
Tier 1 Focus: +d10 EV on [Sense]-based rolls. Progression: Add Focus: +d10 AV (5), Remove Focus cost from EV (5), Remove Focus cost from AV (5).

Tier 1
Tier 1 Text Advancement: (Progression)

Tier 2
Tier 2 Text Advancement: (Progression)

Tier 3
Tier 3 Text Advancement: (Progression)

Smarts
Tier 4 Gain a Smarts Pool at 2. Smarts may be used for all Int-based rolls. Focus: EV +d10.

Tier 5
Tier 5 Text Advancement: (Progression)

Quick Reactions
Tier 1 Add 5 to Initiative. Progression: Initiative (Progression 1), Extra Shots (Progression 15).

Quick Thinking
Tier 1 Shot: Add 10 to Initiative this Sequence. Progression: Initiative (Progression 4, Starting at 5).

Thinking On Your Feet
Tier 2 Shot, use Move Action: Perform an Action but no Move.

Making The Call
Tier 2 You may use a Shot as a Luck point. Shots used in this way are not regained normally, only when resting as a normal Pool point.

Third Time's The Charm
Tier 3 You may use Shots to reroll a failed roll up to three times. Extra bonuses and dice must be rebought.

Debt Collecting
Tier 3 When you perform a Wits-based Action with 5+ EV, regain three Shots. Progression: Regain Shots (Progression 15), Lower EV required to 1+ (4).

Troublemaker
Tier 4 When using a Wits-based Interaction or Attack, you may cause Shot Loss and gain those Shots, instead of the normal effect.

Have Your Wits About You
Tier 4 Shot: You may use Wits as a Defense against anything.

Stepping In The Shadow's Footstep
Tier 5 Any performed Action may immediately be performed again by paying 1 Shot. Progression: Regain the Shot if the Action is successful (3), Perform the Action twice again (8).

Wits Royale
Tier 5 Any time you spend a Shot, also gain +2 AV, +3 EV on your next Action. Progression: AV (Progression 10), EV (Progression 2).

Cold Stare
Tier 1 Focus: Ignore an Interaction result, or any mind-altering effect except drugs.

Strength of Will
Tier 2 You have +2 Shock. Advancement: Shock (Progression 5)

Focused Defense
Tier 3 Focus: any Active Defense.

Sand Pot Technique
Tier 4 You may ignore the first point of impairment Advancement: Ignore impairment (Progression 20)

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.

Tier 1
Tier 1 Text Advancement: (Progression)

Push Your Luck
Tier 2 Luck: Gain the Unlucky Flaw. Gain 5 Luck points. Second time you do this, gain Jinx. Third time, gain Very Unlucky. Remove one of these Flaws as a regained Pool point, per day.

Mr Unlucky
Tier 2 Luck: Counter an extra positive die by an opponent.

Snake Eyes
Burn 5 or all: Inflict a fumble.

Boxcars
Burn 5 or all: Cause a Critical.

Tier 4
Tier 4 Text Advancement: (Progression)

Tier 5
Tier 5 Text Advancement: (Progression)

Mystic Vision
Tier 1 You can switch between normal and and astral, mystical or other occult vision. It takes an Action and 5 Sequences to switch. Progression: Lower switch time (Progression 5), Lower Action required to Move (2), to Free (4)

Occult Implements
Tier 1 Your [hands/voice/blood/any other bodily fluid or part] count as implements, providing +5 EV to any Power-based Action. Progression: EV (Progression 1).

Master of Magic
Tier 5 Each Power point spent counts as 3 Power points on Power-based Schticks.

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

Archfiend
Tier 5 Power: Power-based Action gain +d10 AV. Advancement: Remove the Power Cost

Tier 3
Tier 3 Text Advancement: (Progression)

Tier 4
Tier 4 Text Advancement: (Progression)

Soul Pact
Tier 5 You receive a +4 modifier to your Power and 3 -1 modifiers to your other Attributes. Advancement: Power modifier (Progression 10)

Tier 5
Tier 5 Text Advancement: (Progression)

Occult Prodigy
Tier 4 Gain a 2p Marvel Occult Schtick. This may be changed while sleeping. You may have 2p extra Marvel Occult Schtick per Max past 10. Progression: Gain more points in Schtick (2:1 cost) .