Action!/Schtick/Proficiency

= Action =

= Deceit =

= Ranged Weapons = Gun Schticks

Quickload
Tier 1 Action: Load an archaic weapon.

Double Shot
Tier 1 5 shock points: You may make a twin Attack with -5 EV. Advancement: Remove shock point cost (4), Remove EV penalty (1), Make the Attack triple (7)

Sureshot
Tier 2 Aim Action: Ignore all penalties to Archaic Weapon Attack.

Banking Shot
Tier 2 You may shoot around corners or through

Marksman
Tier 3

Fake Mark
Tier 3 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)

Trick Arrow
Tier 4 Action: You can construct special ammunition for your weapon: Choose 1 of the following: or any other arrow from this list: [Trick Arrows]
 * Whistler
 * Frogleg
 * Stun Arrow
 * Piercing
 * Fire Arrow

Fake Mark
Tier 4 2 Mind, Dramatic Action: Redirect a Deceit Action th at you are aware of. This does not count as a Defense. (14-10)

Arcane Shot
Tier 5 Choose Focus, Power or Luck when this Schtick is bought. 1 Focus, Power or Luck, 5 Shock points: Your attack gains +d10 AV and penetrates any kind of Damage Protection except Toughness.

Fake Mark
Tier 5 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)

Vehicle
= Interaction =

Cold Stare
Tier 1 You may Intimidate as a Move Action. Advancement: Upgrade to Free with Attack (2), upgrade to Free (7)

Demonstration
Tier 2 Action: Roll Combat Skill+Charisma vs 10+0. 10 Outcome provides an extra Intimidation die next Sequence. Advancement: Upgrade Outcome needed to 5 (5), Provide a second die at Outcome 10 (5).

Menacing Snarl
Tier 3 You receive no penalties for up to Charisma targets. Advancement: Targets always become Shaken if you succeed (5), Difficulty of resisting Shaken increased by 1 (Progression 1).

Terror
Tier 4 You gain a point of Terror when you succeed on an Intimidate roll. 2 Terror points: Intimidated target temporarily panics and makes a Full Move away from you as the target's Action for this Sequence. The target may Actively Dodge, but not buy any extra Actions. Advancement: You gain one extra Terror point per attempt (Progression 25), Target is also Shaken (5), Target continues panicking as long as the Target remains Shaken (4)

Despair
Tier 5 Target of a successful Intimidation also loses 1 Shot / 3 EV. You may use 2 Terror points to add an extra die to an Intimidation roll. Advancement: Lower EV needed (Progression 5), Lower Terror point cost to 1 (5).

Command Presence
Tier 1 All Leadership abilities now have double range.

Get to Cover
Tier 1 Presence: Provide a Free Active Defense to all party members. All party members become Prone. Progression: Cover bonus (Progression 1), Optional Prone (4), Requires Active Defense (-1), No Presence Required (5), Also allows a Shaken roll (5).

Command Inspiration
Tier 2 All under your command within Charisma meters gain +2 AV when resisting Shaken. Advancement: AV (Progression 5), Defense (Progression 10).

Charismatic Leader
Tier 3 If you succeed on a Shaken roll, all your subordinates also succeed. Advancement: You may use Leadership for Shaken rolls (2).

Beacon of Hope
Tier 4 Action, Presence: Your Hope is set to [Leadership]/5 points. 1 Hope: Target stops being Shaken. Progression: Target also regains 1 Pool point or 5 Shock points (Progression 25), Also add Charisma to the Hope total (9), Remove the Presence cost.

Ray of Light
Tier 5 Action, Presence: Target gains 1 Pool point or 5 Shock points. Advancement: 1 becomes [Charisma] (8), [Charisma] becomes [Charisma+Leadership] (9), Remove the Presence cost (3).

Chameleon
Tier 1 You never receive Social penalties for unknown circumstances.

Taunt
Tier 1 Action: Roll Social+Charisma vs target's Social(Willpower)+Empathy. Inflict 1 point of impairment lasting 1 Sequence. Advancement: Cause Impairment (Progression as Power)

Support Group
Tier 2 Presence: Target receives +d10 EV to resist any Interaction. May be used after EV has been calculated.

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 surrender. Focus: A Skill roll may be performed with Willpower+Focus.

= Medicine =

Cyber Research
Tier 1 You may design new cyberware prototypes (With the Prototype flaw). Advancement: You may design one Cyber Schtick withouth the Prototype flaw (5), You may design one Cyber Schtick with the

Marvel Cyber
Tier 2 You have access to any Cyberschticks with a total cost of 2 points. Advancement: Cyberschtick points (Progression 5).

Sword and Gun
Tier 3

Sword and Gun
Tier 4

Sword and Gun
Tier 5

Psychologist
= Observation =

Elementary!
Tier 1 You automatically understand how clues are connected.

Danger Sense
Tier 1 You are never totally surprised.

Sense Weakness
Tier 3 Action: You gain knowledge of the target's highest Attribute. Action: You gain knowledge of the target's lowest Attribute. Action: You gain knowledge of one Proficiency or Attribute of the target.

Sensate
Tier 3 Ignore all negative modifiers to any Observation roll.

===

Alertness
Action: You gain a Free Recon Action.

Mnemonic Recall
Action: With a successful Recon+Perception versus a Difficulty set by the GM (normal situation 10, total chaos 25) you retain information about the scene and can later recall it using a Recon+Intelligence roll Diff set by GM (Default Time Value).

Flash of Genius
Passive: Speeds a Research progress by a factor of 10, that is 2 steps on the Value versus Range and Time table.

Making Do
Passive: You gain no penalties for having no research tools as long as you have access to wrong research tools. Complex research tools requires complex replacements, and this Schtick does not allow you to build anything, and Tech Use is still necessary to operate advanced machinery.

= Occult =

Sorcery
Action!/Schtick/Sorcery

Supernatural Creature
Action!/Schtick/Creature Powers

Animal Powers
General Animal Powers. Animal Powers

Occultech
OcculTech

Mutation Therapy
Tier 1 Raise the Mutation Threshold by 1, from Power to Power+1. Advancement: Mutation Threshold (Progression 5)

Implant Therapy
Tier 2 One of your OcculTech Devices is implanted into you, removing the need for an AI/O port. This causes a permanent level of Mutation, but removes any Mutation buildup.

Demon Implant
Tier 3 One of your OcculTech Devices gains: Action: Free Device Action at -5 AV. Advancement:

Tier 5
These proficiencies are only examples.

= Pursuit = Pursuit Schticks

Pursuit Tier 5
= Security =

Investigation
= Survival =

Trapper
Tier 1 You may make traps in a chosen terrain that you have a Survival Proficiency for that cause Stun Damage at your Survival/Terrain+Agility to Detect with +8 EV. Progression: Trap can instead cause: Damage +0 (0), Blind +5 (0), Bleed +0 (2), Grapple +5 (0), Hold (2). Upgrade to cause previous effect simultaneously (+1), EV (Progression 1).

Gatherer
Tier 1 You may make Gather (Food/Water 1-3, Water/Food 1d-4d) Survival+Perception rolls at Difficulty 0. Progression: EV (Progression 5), Increase Food/Water (Progression 10).

Tracker
Tier 2 Full Move: You may make a Free Survival tracking Action at +5 AV in a chosen terrain you have a Survival Proficiency for. Progression: Gain a Free Move (2), Gain a Full Move (4), Gain a Movement Boost +8 (Progression 1).

Home Terrain
Tier 2 You do not take movement penalties in a chosen terrain you have a Survival Proficiency for. Gain +5 EV to Athletics in the same terrain. Progression: Athletics (Progression 1).

Heat and Shelter
Tier 3 You can build a shelter and start a fire anytime, anywhere for up to 10 people. Progression: People (Progression 2), Regain 1 pool point if you rest at the shelter (10), +1 any pool point regain, up to 5 (Progression 10).

Pet Owner
Tier 3 Gain a Pet built on 10 points. Progression: 5 points to the pet (1).

Wrangler
Tier 4 You gain a +5 AV bonus to handle animals in any way. Progression: AV (Progression 10).

Herbalist
Tier 4 You can gather and prepare items found in nature in a chosen terrain you have a Survival Proficiency for, to make medicinal products. You can Heal / Rejuvenate with one day's gathering of items. Progression:

Scout
Tier 5 Get +5 AV to Survival hiding rolls in a chosen terrain you have a Survival Proficiency for. Progression: AV (Progression 10), Focus: +d10 AV to hide (5), +d10 EV to hide (5).

Ranger
Tier 5 Gain a +5 Defend bonus when in a chosen terrain that you have a Survival Proficiency for. Progression: Defense (Progression 5), Focus: +d10 Defense (0), Cannot be Surprised (10), Gain 1 Shot per Sequence when in combat (3), +1 Shot up to 4 (3), upgrade Shot gain to d10 (3, requires 4 Shot gain). = Tech =

Grease Monkey
Divide repair times by 2. Progression: Repair time factor (Progression 10).

Packrat
Tier 2 Once per Session, you have the right tool for a job.or Luck: You have the right tool for a job. Progression: More times per session (Progression 10).

Givin' her all she's got
Tier 5 Add 5p to any other Tech, Pursuit or Observation Schtick. Progression: Bonus to any other system (5).

Use
= Arts = = Academics = = Profession= =Specialty Skills= Skills from specific campaigns or modules div class="mw-collapsible mw-collapsed">

Artifact
From the Explorers of the Unknown = Reality =

Gather Possibility
Tier 1 Gain a Pet built on 10 points. Progression: 5 points to the pet (1).

Share Possibility
Tier 1 You gain a +5 AV bonus to handle animals in any way. Progression: AV (Progression 10).

Force Contradiction
Tier 2 1 Possibility: Roll Reality Manipulation+Possibilities/Reality Defence+Possibilities vs target with possibility for contradictifaction. 0-4: Nothing. 5-9: Shaken. 10-19: target has a d10 penalty die on Actions that cause contradictions. 20+: Target with possibility for contradiction fails all Actions that cause contradictions. This Effect lasts Possibility Sequences.

Storm Knight
Tier 2 You may make traps in a chosen terrain that you have a Survival Proficiency for that cause Stun Damage at your Survival/Terrain+Agility to Detect with +8 EV. Progression: Trap can instead cause: Damage +0 (0), Blind +5 (0), Bleed +0 (2), Grapple +5 (0), Hold (2). Upgrade to cause previous effect simultaneously (+1), EV (Progression 1).

Stormer
Tier 2 You may make Gather (Food/Water 1-3, Water/Food 1d-4d) Survival+Perception rolls at Difficulty 0. Progression: EV (Progression 5), Increase Food/Water (Progression 10).

Possibility Raider
Tier 3 Full Move: You may make a Free Survival tracking Action at +5 AV in a chosen terrain you have a Survival Proficiency for. Progression: Gain a Free Move (2), Gain a Full Move (4), Gain a Movement Boost +8 (Progression 1).

Realm Runner
Tier 3 You do not take movement penalties in a chosen terrain you have a Survival Proficiency for. Gain +5 EV to Athletics in the same terrain. Progression: Athletics (Progression 1).

Shard Expert
Tier 4 You can build a shelter and start a fire anytime, anywhere for up to 10 people. Progression: People (Progression 2), Regain 1 pool point if you rest at the shelter (10), +1 any pool point regain, up to 5 (Progression 10).

Glory Call
Tier 4 You can gather and prepare items found in nature in a chosen terrain you have a Survival Proficiency for, to make medicinal products. You can Heal / Rejuvenate with one day's gathering of items. Progression:

Storm Duellist
Tier 5 Get +5 AV to Survival hiding rolls in a chosen terrain you have a Survival Proficiency for. Progression: AV (Progression 10), Focus: +d10 AV to hide (5), +d10 EV to hide (5).

Ranger
Tier 5 Gain a +5 Defend bonus when in a chosen terrain that you have a Survival Proficiency for. Progression: Defense (Progression 5), Focus: +d10 Defense (0), Cannot be Surprised (10), Gain 1 Shot per Sequence when in combat (3), +1 Shot up to 4 (3), upgrade Shot gain to d10 (3, requires 4 Shot gain). = Psi =

Telepathy
= Magic =