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 First Down (2, requires x10 Carry), 1 Down up to 5 (Progression 10), Ignore First Out (+4, Requires Ignore Down 5).

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).

Storm Leap
Tier 4 4 Shock: You may jump your Move as a Free Action.

Bull Stance
Tier 5 Stance: Your Attacks knockback and knockdown your opponents. Knockback is up to 1 per EV. Knockdown is automatic.

Confidence
Tier 1 Regain +1 Shot at the end of a Sequence where you didn't act. Progression: 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 (Normal AV).

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: 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.

Protection of Courage
Tier 4 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.

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

Glib Tongue
Tier 3

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).

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), Increase magnification (Progression 1)

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

Perfect Vision
Focus: +d10 EV on vision-based rolls. Progression: Add Focus: +d10 AV (5), Remove Focus cost from EV (5), Remove Focus cost from AV (5).

Quick Reactions
Tier 1 Add 1 to Initiative. Progression: Initiative (Progression 5), 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: You may perform an Action with a Move Action.

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.

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).

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

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.

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).

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Occult Prodigy
Tier 5 Choose an Occult Proficiency when this Schtick is bought. Power: Gain a Free 2 point Chosen Occult Proficiency Schtick for a Sequence. Progression: Power cost is transformed to a Shot Cost (2), Duration (Progression 5), Gain more points in Schtick (Progression 5). You muy buy this Schtick multiple times. Each time a different Occult Proficiency must be chosen.