Action!/Schtick/Enhancement

Originally created for the Zombie! Campaign. Boosting your natural abilities through internal special effects. Biononics, genetic modification, sorcerous enhancement, daoist powers. These abilities have a lot in common with Unique schticks and Attribute schticks. Normal cost 20 points, boosters 5 points. =Enhancement= Technobabble: Standard effect is based on Fu with Passive Cost 3. Standard duration is Focus Sequences when Active.

Proficiency
One of the following abilities: Passive: +3 EV modifier to Proficiency. or Focus: +4 AV, +3 EV to Proficiency for Focus Sequences.

Primary Attribute
One of the following abilities: Passive: +2 modifier to Primary Attribute. or Focus: +7 modifier to Primary Attribute for Focus Sequences.

Secondary Attributes
One of the following abilities: Passive: +3 modifier to Move or Initiative. or Passive: +2 modifier to Wound Threshold, Shots, Presence, Focus points, Luck points or Power points. or Focus: +7 modifier to Primary Attribute for Focus Sequences. or ===

Sense Energy
Passive: You can sense all kinds of energies around you.

Control Energy
Action: Enhancement+Focus roll Diff 15 to gain +3 AV to your next roll. Focus: Gain a +d10 to an Enhancement roll.

Sense Falsehood
Passive: You can detect lies with a Interaction/Social+Empathy vs Difficulty [target's Deceit+Manipulation].

M.U.L.E.
Passive: Your Carrying Capacity is increased by a factor 4.

Fine Motor Control Feedback
Passive: Your