Action!/Schtick/Perks & Flaws

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

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

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

Untrained
Provides 1 point A chosen Skill with AV 11+ now only contains one Proficiency (All other Proficiencies are set to 0).

Veteran
Costs 2 points The SkillMax for one your Skills is raised by 1.

Elite
Costs 2 points The SkillMax for one your Skills is raised by 1.

Powerful
Costs 10 points The SchtickMax for one your Schtick Types is raised by 1.

Mighty
Costs 10 points The SchtickMax for one your Schtick Types is raised by 1.

Assault
Costs 2 points The Offensive SkillMax for one your Skills is raised by 1.

Defensive
Costs 2 points The Defensive SkillMax for one your Skills is raised by 1.

Talented
Costs 1 point The Effect Value of one of your Skills is raised by 3.

Natural
Costs 1 point The Effect Value of one of your Skills is raised by 2.

Prodigy
Costs 1 point The Effect Value of one of your Proficiencies is raised by 5(+3 if combined with Talented and Natural).

Aptitude
Costs 1 point You may take -5 AV to gain +d10 EV to a Skill roll.

Expertise
Requires Aptitude Costs 4 points Reduces the AV penalty of Aptitude to 0.

Effort
Costs 1 points Luck: You gain a second extra positive die to a Proficiency roll. You must gain a first positive die from somewhere else.

Effortless
Requires Effort Costs 7 points Effort no longer requires a Luck point.

Superiority
Costs 10 points Gain an AV d10 to all uses of a Proficiency.

Supremacy
Costs 2 points, requires Superiority Widens the scope of Superiority. Gain a d10 to all uses of the Skill with Superiority.

Superior Attribute
Costs 3 points An attribute gains a +1 modification.

Heroic Attribute
Costs 3 points An attribute gains a +1 modification.

Flawed Attribute
Provides 2 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 2 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 1-2 points You look (really) good. This might prove useful sometimes. +5/+8 EV when applicable.

Bad Looks
Provides or Costs 1-2 points Your looks cause others to cringe with fear, revulsion or anger. +5/8 EV when applicable.

Fast
Costs 2 points, Progression 10 Your Move gains a +1 modification.

Combat Coolness
Costs 1 point, Progression 4 Your Initiative is 2 points higher.

Battle Experience
Costs 2 points, Progression 12 Your Shot Count is 1 point higher.

Civilian
Provides 2 points, Progression 12 Your Shot Count is 1 point lower. If you lower it to 0, there is a 1 in 2 chance that you will not be able to act this round.

Position of Power
0-6 points.

Unforgotten

 * Noble (0-6)
 * Judiciary power (1 Local, 2 Planetary, 3 Systemwide, 6 Agent of the Empire)
 * Material Benefit (as per Resources)
 * Social (0 Public Figure, 1 Celebrity, 2 No taxes except Imperial, 3 Landed Noble, 6 Planetary Governor)


 * Imperial Commission
 * Bureaucrat (0)
 * Ensign (1)
 * Lieutenant (2)
 * Lieutenant Commander (3)
 * Commander (4)
 * Captain (6)
 * Commodore (8)

Contact
1 points. Standard Contact.

Buddy
2 points. Positive Contact.

Friend
4 points.

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

Buddy Network
8 points. You always have a Buddy available.

Powerful Contact
2 points, 4 points. Often a Corp or Tribe member. May be combined with any other contact. =Non-Player Characters=

Characters in Campaigns with Classes
In campaigns with Classes, Non-Player Characters from this list (with the exception of enemies), don't get classes. If the classes provide schticklists, the companion may choose 2 types of schticks to buy for normal price.

NPC Flaws
All Flaws for a an NPC are applied to the point total of the Perk, not of the NPC.

Special NPC Flaws

 * Animal (-1)
 * One less Class (-2)

Unnamed
All unnamed characters are built on 5 points. They have your SkillMax. You may raise that total up to points equal to your SkillMax-5.

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

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

House
8 points. You always have [chosen skill] unnamed members present, and may call in house members equal to [a chosen skill] times 5 that represent the house 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. These are all named.

Named
Built on any amount of points (extra 5p per point invested). You may pay [SkillMax of character / 5] points to link the character to yourself if it is not a starting character. The Supporting Character may not have higher SkillMax than the Character.

Minions
1 points for 5, built with 1p each.

Mentor
1 point per 50 points of Mentor. Examples:
 * 1 points(50, Max 14): The Local Police Commish.
 * 2 points(100, Max 17): Special Forces Instructor at Fort Bragg
 * 3 points(150, Max 19): Ninja master Kuroi, best of them all.
 * 4 points(200, Max 21): The Demon Lord Azogh, beholden to none.
 * 5 points(250, Max 22): Councillor of Pi Tui, the Ice Queen of the Netherworld.

Enemy/Rival
Flaw 1-5
 * 1p: Rarely shows up.
 * 2p: Tries to find out where you are. Sometimes shows up.
 * 3p: Hunting you full time. Regularly shows up.
 * 4p Uses all resources at their disposal to find you.
 * 5p: Always shows up.

They are built like normal characters, with xp equal to your xp. Named antagonists. They are built like normal characters.
 * +1: Double the Enemy xp (Up to 5)

Nemesis
Provides 1p per 100p in the Nemesis. The Nemesis is always out to defeat you, not necessarily kill. Named antagonist. Nemeses often get special bonuses from the GM

=General Flaws=

Flawed Attribute
Provides 2 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 2 points Your weakness now dwarfs your other abilities. An Attribute gains a -1 modification. It is not possible to remove this Flaw.

=Combat Flaws=

Coward
Provides 1-5 points Roll Willpower+Focus versus 15/20/25/30/35 to not run away and hide during a combat.

Weak
Requires Combat Skill 11, provides 1-2 points You do -5/-8 Damage with Martial Arts, Sorcery, Ranged Weapons, Creature Powers or another chosen Combat Skill.

Frail
Provides 2 points You have -5/-8 Soak.

Slow
Provides 1 point Your Move is 1 point lower. You may not lower Move below 0. The 5 point version of this Flaw sets your Move to 0. If it is 0, you are handicapped and need help or a wheelchair to move around faster than Move 1 per 10 Sequences.

Uncool
Provides 1 point, Progression 4 Your Initiative is 2 points lower. If you lower it to 0, there is a 1 in 2 chance that you will not be able to act this round. This is cumulative with Civilian.

Civilian
Provides 2 points, Progression 12 Your Shot Count is 1 point lower. If you lower it to 0, there is a 1 in 2 chance that you will not be able to act this round. This is cumulative with Uncool.

=Vices= 1-5 points

Frequency

 * Roll to check for vice: (perform or no Pool regain until performed)
 * Hour (-5)
 * Twice a Day (-4)
 * Day (-3)
 * Twice a Week (-2)
 * Week (-1)

Consummate Vice
3 points. You do not regain Pool points normally. You must now perform a Vice to regain Pool Points.

Type

 * Faith: You’re dedicated to an unseen power, forgotten god, ancestor, etc.
 * Gambling: You crave games of chance, betting on sporting events, etc.
 * Luxury: Expensive or ostentatious displays of opulence.
 * Obligation: You’re devoted to a family, a cause, an organization, a charity, etc.
 * Pleasure: Gratification from lovers, food, drink, drugs, art, theater, etc.
 * Stupor: You seek oblivion in the abuse of drugs, drinking to excess, getting beaten to a pulp in the fighting pits, etc.
 * Weird: You experiment with strange essences, consort with rogue spirits, observe bizarre rituals or taboos, etc.

=Ideologies=
 * Intolerance
 * Religion
 * Superstition
 * Code of Conduct
 * Love
 * Hate

Level 1
Does not initiate violence. Will try other methods when provoked.

Level 2
Does not initiate violence. Will humble oneself before using violence.

Level 3
Will not use violence to protect oneself. Will protect others by interjecting oneself into situation. =Involvement=
 * Hunted
 * Watched
 * Revenge
 * Dependent
 * Rival
 * Enemy
 * Nemesis
 * Obligation

=Physical=
 * Bad Hygiene
 * Coordination
 * Frail
 * Movement

Slow
Provides 1 point (up to -5) 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 faster than Move 1 per 10 Sequences.


 * Mute
 * Senses
 * Weak

=Social=
 * Arrogance
 * Bad Manners
 * Intolerance
 * Gullible
 * Promiscuous
 * Obligation
 * Illiterate

Bad Looks
Provides or Costs 1-2 points Your looks cause others to cringe with fear, revulsion or anger. +5/8 EV when applicable.

=Mental=
 * Curious
 * Lazy
 * Coward
 * Foolhardy
 * Illiterate

=Hero Flaws= As per the Hero System

Distinctive features
You are easy to find in any crowd.

Hunted
Some person or organisation wants you captured.

Wanted
The justice system wants you found and apprehended.

Code of Honour
You live according to a strict set of ideals or rules.

Debt
You owe some person or organisation a huge amount of cash.

Obligation
You owe your fealty or allegiance to some person or organisation.

Enemy
Some person or organisation wants you to fail at every turn. 1: An apprentice 2: Someone of your own caliber 3: 4: 5: The leader of rival organization 10: The Emperor of the Dead wants you found and captured so he can torture you for a 1000 years.

Nemesis
Some person or organisation wants you to fail at every turn.

Secret
You have a secret that you do not want revealed.

Social Stigma
You are a member of a social group that have a social stigma attached.

Mental Affliction
You have a mental problem that pops up from time to time. (Willpower/Focus Diff 20 on all Snake Eyes)

=Fantasy! Perks=

Battlehardened
Cost 2, SP x 5, Progression 5 Gain 10 SP.

Elven Blood
Cost 5 One of Power or Focus, chosen when bought: Add d10 AV to any roll.

Moment of Glory
Cost 2 You may achieve a 3rd positive die, at the same combined cost as the 2 previous dice.

Devil's Luck
Cost 2 Free: Gain a positive die. Roll is now Hazardous and fails on any double.

Berserker
Cost 2 Free Action: Fly into a blinding rage. Double your Wound Treshold and gain Focus x 5 temporary Shockpoints for Focus rounds. When the duration ends, you receive as many Wounds as you have received during the rage.

ArcanoMech Stable
Cost 4 You have a caravan following you around, filled with spare parts, and a spare Arcanomech. Progression: Extra ArcanoMech (2).

Shaman
Cost 2 Gain Ritual:Totem (Spirit Totem Form, as per Sorcery:Totem).

Campara

 * Herr (2) - A small stipend (Resources +1)
 * Ritter (4) - Normally no lands, but a stipend (Resources +2)
 * Freiherr (6) - Normally a small estate, with governmental rights
 * Markis (8) - Normally a city, with judicial and governmental rights
 * Kaiserlicher Botschafter (Royal Ambassador) (10) - Free Agent
 * Griff (12) - Normally a small province with several baronies.
 * Herzog (14) - A Duchy, a large province, with judicial and governmental rights
 * Royal (Prince/Princess) (16)

Kamdaar

 * Gentleman (Signore) (2) - A small stipend (Resources +1)
 * Royal Explorer (Esploratore Reale) (4) - Normally no lands, but a stipend (Resources +2)
 * Baron (Barone) (6) - Normally a small estate, with governmental rights
 * Marquis (Marchese) (8) - Normally a city, with judicial and governmental rights
 * Royal Ambassador (Ambasciatore Reale) (10) - Free Agent
 * Count (Conte) (12) - Normally a small province with several baronies.
 * Duke (Duca) (14) - A Duchy, a large province, with judicial and governmental rights
 * Royal (Prince/Princess) (Principe/Principa) (16)

Jagan

 * Initiatus (2) - Access to the courses of the Universitas Magus
 * Academicus (4) - Access to the Great Library
 * Senior Academicus (6) - Academicus with a degree, still working at or for the Academy.
 * Magistratus Academicus (8) - member of the Senatus Magus
 * Questor Academicus (10) - Free Agent
 * Senator Academicus (10) - speaker of the Senatus Magus, there are 8
 * Imperator Academicus (16)

Dwarven

 * Protector: receives housing and any reasonable support. Is required to protect any dwarven settlement. (4)
 * Lord: May order any dwarf in Clan. Must lead any Clan dwarves encountered. (8)

Elven

 * Lord: Your word is respected and your are welcome at any hearth. (4)
 * Prince: On your shoulders lies the responsibility to lead the elven peoples. (8)

Daroon

 * Invoerder (Innovator) Summoner (0)
 * Bewaarder (Guardian) Summoner (2)
 * Beschermer (Protector) (Summoner (4)
 * Toverfee (Sorcerer) Summoner (6)
 * Bekoor (Enchanter) Summoner (10)

Jagan

 * Camparius (4)
 * Legatus (8)
 * Prefectus (12)

Kamdaar

 * Cadet (Cadetto) (1)
 * Lieutenant (Tenente) (2)
 * Lieutenant Captain/Commander (Tenente Capitano/Comandante) (3)
 * Captain/Commander (Capitano/Comandante) (4)
 * Lieutenant Colonel/Commodore (Tenente Colonello/Commodoro) (6)
 * Colonel/Commodore (Colonello/Commodoro) (8)
 * Lieutenant General/Fleet Admiral (Tenente Generale/Ammiraglio della flotta) (10)
 * General/Admiral (Generale/Ammiraglio) (12)