Immortal!/Schtick/Perks & Flaws

You may only buy these 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.

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.

Superiority
Costs 4 points Passive: Gain a d10 to all uses of a Proficiency.

Supremacy
Costs 4 points, requires Superiority Widens the scope of Superiority. Replace Superiority with Passive: Gain a d10 to all uses of a Skill.

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 point Adds 5 to the Effect Value of Interaction/Social Actions.

Bad Looks
Provides 1 point Adds 5 to the Effect Value of Interaction/Intimidation Actions. Subtracts 10 from the Effect Value of all other Interaction Actions.

Endurance
Costs 1 point You gain 5 shock points. Progression 1.

Fast
Costs 2 points Your Move is 1 point higher. Progression 5.

Slow
Provides 1 point 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.

Combat Coolness
Costs 1 point Your Initiative is 1 point higher. No combination of Initiative enhancement with Combat Coolness can more than double your Initiative.

Battle Experience
Costs 3 points Your Shot Count is 1 point higher. No combination of Shot Count or Initiative enhancement with Combat Coolness can more than double your Shot Count or Initiative.

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

Resources
Costs 1 point per Resource point.

Cash per month modifiers

 * +3 Total income per year
 * +2 Slow liquidation. One time sum.
 * +1 Liquidation. One time sum.
 * +1 Total Income per month
 * +0 Executive Auction. One time sum.
 * -1 Per week
 * -1 What your Henchman has per month (1)
 * -2 What your Lieutenants have per month (3)
 * -3 What your Sergeants have per month (10)
 * -4 What your minions have per month (30)

Social Capital/Recognition
1 point per level. Provides a pool of points used for Favors and Contacts. Also provides a way of making things happen.

Position of Power
0-60 points.

Contact
1 point. 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.

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

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

House
8 points. You always have [chosen skill] members present, and may call in house members equal to [a chosen skill] times 5 that represents the house with a Luck point or a Skill roll (and a favor).

Mentor
1 point per 50 points of Mentor. Examples:
 * 1 point(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.

Supporting Characters
All these do not gain xp but may be enhanced with xp, that provide 50 points/xp.

Henchman
6 points.Built with 30 points.

Lieutenant
3 points. Built with 15 points.

Sergeant
1 point. Built with 5 points.

Minion
2 points for 5. All built on the same template with 2 points.

Sidekick
2 points. Built with 10p.

Nemesis
Provides 1p per 10p in the Nemesis. The Nemesis is always out to defeat you, not necessarily kill.

Hero Flaws
Provide 1 point. 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.

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)