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 +4 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 You gain +6 Soak. Progression: Soak (Progression 5 / 10 Soak)

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. Advancement: Shock (Progression 5), Wound (Progression 25).

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).

Slick Work
Tier 4 Failed Manipulation roll: Reroll with Advancement: (Progression)

Tier 5
Tier 5 Text Advancement: (Progression)

Inspired Thinking
Tier 1 Presence: Gain +d10 EV to an Empathy-based Action. Progression: Add Presence: +d10 AV (5), Remove Presence cost from EV (5), Remove Presence cost from AV (5).

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)

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

Sensate
Tier 1 You may use one other sense as a targeting sense buth with -1 AV. Progression: Remove the -1 AV (1), 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.

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: Gain +d10 EV to any Focus-based roll.

Force of Mind
Tier 1 Focus and Mind pools are now one pool.

Mind Fortress
Tier 2 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)

Faith
Tier 1 Gain Faith 1. This is a Pool of points used as Luck only usable with Prayers, other Divine Powers, Skills and Attributes. Advancement: Faith (as an Attribute).

Mythos
Tier 0 Mythos provides a Pool. Every point of Mythos Pool works as a Tactics points vs Lovecraftian creatures (and Power for casting Mythos spells). All Mythos lowers Focus and Empathy maxima by 1 per Mythos.

Madness
Tier 0 Your maximum number of extra d10s is raised to infinity. Gain an extra die on any roll: Gain a point of Madness. Madness is lost each day not using Madness. Madness past Soul causes Paranoid schizophrenia. Madness past Spirit causes Psychopathy. Madness past Mind causes Schizoaffective disorder (detachment from reality). Madness past AttributeMax resets Madness, and causes a permanent 1 point Madness Flaw and raises permanent Madness by 1. GM gains a point of Madness per point of Madness anyone gains. This may be used to cause short, temporary flashes of madness. About 1 sequence per point of Madness. Some magic Madness is contagious.

Maho Taint
Tier 0 Your maximum number of extra d10s is raised to infinity. Gain an extra die on any roll: You gain a point of Maho. Maho cannot be removed. When you reach AttributeMax points of Maho, roll a Maho roll (Maho only) vs 0. Gain a point of permanent Maho for every 5 points past 0. Permanent Maho provides free d10 with no Maho Taint cost. You also gain a Free Maho Flaw and a Free Maho Perk for each point of permanent Maho. Then reset Maho to 0. Perks and Flaws may be redistributed every time Permanent Maho is gained.

Maho Flaws

 * Mental disorder (1+)
 * Monstrous Appearance (1+)
 * Black tongue (1)
 * Black eyes (2)
 * Black skin (3)
 * Constant drip of black goo from skin (4)
 * No intestines, only maggots (2)
 * White hair (1)
 * White eyes (1)
 * Hurt by touch of holy symbols (1 SP / 5 W, Power+Occult vs Power+Maho)
 * Hurt by touch of crystal (1 SP / 5 W, Power+Occult vs Power+Maho)
 * Easily influenced by Oni (+1d10 per point of permanent Maho, 5)
 * For every 10 years aged (1)
 * Becoming an Oni (5, GM and player choose together)

Maho Perk

 * Maho difficult to detect (2)
 * Internalized Maho (Maho cannot be detected by any mean) (4)
 * Maho infection (You are a Maho Disease carrier, spread through bodily fluids and water) (1)
 * Maho infection (Through creatures born from you by choice) (4)
 * Maho strength (Gain a point of Attribute bonus) (1)
 * Maho might (Gain 2p of Schticks) (1)
 * Easily influences humans (2, Free +d10 Interaction with all Actions)
 * For every 10 years younger (1)
 * Becoming an Oni (5+, GM and player choose together)

Chaos Mutation
Tier 0 Mutation points are temporary and may be used to provide a temporary boost to any attribute. They disappear at a rate of 1 per week. Anyone with Mutation 1+ at end of a week rolls a Willpower+Toughness vs 10 roll, with 1 point of impairment per point of Mutation. No bonuses or penalties apply to this roll. Failure on this roll causes target to gain a Chaos Mutation (GM and player choose).

Arcanowave Mutation
Tier 0

Biotech Infestation
Also Alien Parasites, Strain Infection

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) .