Action!/Schtick/Proficiency

/test = General =

= Action =

= Deceit =

= Ranged Weapons = Gun Schticks

= Interaction =

= 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, multiple), You may upgrade one of your Cyber Schticks with the Mass Production Perk (5, multiple).

Streetdoc
Tier 2 You may perform Cyber Surgery under any conditions without penalties, or complications.

Quick Fix
Tier 3 Mind: You may try to repair a Cyberware schtick with a Cyber Researcher/Intelligence Action. Action: You may juryrig a Cyberware schtick with a Cyber Researcher/Intelligence Action. A broken Cyberware schtick repaired and gains the Prototype Flaw, or it gains the Prototype Flaw and provides Inspired.

Marvel Cyber
Tier 4 You have access to any Cyberschticks with a total cost of 2 points. Advancement: Cyberschtick points (Progression 10).

Cyber Scientist
Tier 5 You may lower any costs beside points of a Cyber Schtick by [Cyber Researcher]. You may increase the bonus of a Cyber Schtick by 1 per point invested in it, ignoring Limits.

Healer
Tier 1 Diagnose only takes 1 Action. Advancement: Get a Free Diagnose per patient and day (or reason)(4)

Barber-Surgeon
Tier 1 May use any scraps to bandage Wounds and heal disease and poison without penalties. Advancement: Lower the Difficulty of any Medicine roll by 5 if using proper medical tools. (Progression 2)

Emergency Responder
Tier 2 1 Mind: Heal patient's first Wound when bandaged. Advancement: Possibly heal 1 more Wound when bandaging (Progression 10).

Head Nurse
Tier 2 Gain 5 bonus EV, past the normal limit, when treating patients in downtime. Advancement: Increase the bonus EV (Progression 2)

Advanced Treatment
Tier 3 May heal a patients two times before the situation has to change. Advancement: Times healed (Progression 15)

Triage Expert
Tier 3 You may treat up to 2 named or 5 unnamed patients without multi-action penalties. Advancement: Increase the Multi-Action Penalty ignored (Progression 5), patients

Barber-Surgeon
Tier 4 You may temporarily immunize a patient against all impairment with some kind of anesthetic. This lasts up to [Physician] Sequences. After that, the impairment returns, and the target has to make a Willpower+Focus roll vs Difficulty (Wounds x 5)-5 to remain conscious. Advancement: Prolong the duration 1 Sequence (Progression 5), Lower the Difficulty by 5 (2).

Physical Therapist
Tier 4 You may temporarily lower any Physical Flaw of a target by spending downtime with them. 2 points per week trained, with Flaw returning if training is not kept up. Advancement: Increase points per week by 1 (Progression 10)

Specialist
Tier 5 You may pay 1 Mind to gain a bonus d10 on any Medicine roll. Advancement: Also gain a reroll (5), remove the negative die (Requires the reroll, 10)

Code Blue Specialist
Tier 5 2 Mind: Revive target from 0 Wounds or less, raising them to 0 Wounds with a Physician+Wits vs Diff 40 - target Toughness. Target gains 1 SP and 1 Wound and gains the Flaw:Cannot regain SP, until all Wounds are healed. Advancement: Lower Diff by 5 (Progression 2), Regain 1 more SP (Progression 5), Regain 1 more Wound (Progression 25).

Psychologist
= Observation =

Secret Agenda
Tier 1 You may ask one question about an organization for each interaction with it. Advancement:

Requisition
Tier 1 You may requisition any item from an organization with a Bureaucracy+[Attribute] roll vs Difficulty 0 + points value x 10. You may take any of the following Flaws to lower the apparent points value: Advancement:
 * Obligation
 * Debt
 * Hunted
 * Watched
 * any other sensible.

Cutting Ribbons
Tier 2 Speed Bureaucratic Actions Advancement:

Red Tape
Tier 2 Slow Bureaucratic Actions Advancement:

Papers, please
Tier 2 You gain a Free Interaction when using Bureaucracy.

Merchant
Tier 3 Increase Resource gains Advancement:

Lawyer
Tier 3 Understand legal implications and court proceedings Advancement:

Bureaucrat
Tier 4 Lower any Bureaucracy Difficulties by spending Time-4. Advancement:

Civil Servant
Tier 4 Bureaucracy Difficulty 10: Create a Contact in a Bureaucracy built on 1 point per 5 EV with a Max of SkillMax-7. Advancement:

Action Group
Tier 5 Create instant Bureaucracy from [Magnitude SkillMax-9] random people, providing Bureaucracy 10 to all included. Advancement: Bureaucracy AV (Max own AV-5), Increase Magnitude (Max up to SM-5).

Understanding the Bureaucracy
Tier 5 By studying a target member of a bureaucracy, gain information about the bureaucracy. Advancement:

Poker Face
Tier 1 Luck: Gain +5 on any Defence while gambling. Advancement: Progression.

Beginner's Luck
Tier 1 Gain +1 AV, 5 EV first game of the day. Advancement: AV (Progression 5), EV (Progression 1).

Saint of Gamblers
Tier 2 Receive a new pool of Gambling points, usable as any Pool point while Gambling. This Gambling pool starts at 4. Progression: Gambling Pool points (1/4 pool points, normal maxima)

All Or Nothing
Tier 2 You may double your bet to add a +2 bonus to a Gambling roll. Advancement: Add +d10 instead (6).

Winning Streak
Tier 3 Gain d10 EV as long as you are on a Gambling winning streak. Advancement: Gain d10 AV (8), Gain your winning streak bonus by and on any Actions (3 for EV, 8 for AV).

The Gambler
Tier 3 Any kind of Gambling implements count as +10 EV weapons. Advancement: EV (Progression 1), AV (Progression 5).

Whale
Tier 4 Increase any AV by 2 while Gambling. Advancement: AV (Progression 10).

Tier 4 Advancement: Progression.

God of Gamblers
Tier 5 You may use Gambling as any Skill. You may use Gambling Pool as Luck Pool.

Gambling Addict
Tier 5 Gambling pool point: Gain a d10 EV to any Proficiency. Gain a Gambling pool point per successful Gambling roll. Gain +2 Gambling Pool. Advancement: Gambling pool point: Add +d10 AV (10), Gambling pool point: Add +d10 PV (10).

Sense of Direction
Tier 1 Choose a landmark (The Tokyo Tower, Empire State Building, Notre Dame). As long as you see this landmark, you know where you are at all times.

Pilot
Tier 1 When you have a map, you gain +1 AV. Advancement: AV (Progression 10).

Shortcuts
Tier 2 You may cut any travel time by 10% by applying Navigation to it. Advancement: Travel time % (1p/10% max 50%).

Inertial Compass
Tier 2 You always know your way out (or back).

Local Knowledge
Tier 3 You gain 10 EV when navigating a place you've navigated before. Advancement: Gain d10 AV instead (7, also gain d10 AV (+3)).

Tier 3

Guide
Tier 4 Use Navigation as any Local Knowledge, or gain +2 AV to any Local Knowledge. Advancement: AV (Progression 10).

Tier 4

Tier 5

Long-Distance Travel
Tier 5 Travel by land, sea, air or space with enhanced accuracy. Mind: Add d10 AV to a Navigation roll.

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

Danger Sense
Tier 1 You are never totally surprised. Advancement: Danger direction (1), Problem type (1), Advance warning in Sequences (2, Progression 10)

Sense Weakness
Tier 2 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 Advancement: Action, Power: You gain knowledge of one Flaw or Creature Flaw. (2)

Sensate
Tier 3 Ignore all negative modifiers to any Notice Action.

Notice Schtick
Tier 4

Notice Schtick
Tier 5

Mnemonic Recall
Tier 1 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).

Tier 1 Advancement: Progression.

Sharp Sense
Tier 2 Choose a Sense. Gain EV/AV to Notice roll. Advancement: Progression.

Alertness
Tier 3 Action: You gain a Free Recon Action.

Tier 3 Advancement: Progression.

Sentinel
Tier 4 Gain a special ability to a Sense: Advancement: Progression.

Tier 4 Advancement: Progression.

Tier 5 Advancement: Progression.

Tier 5 Advancement: Progression.

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

Making Do
Tier 2 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.

Marvel Schtick
Tier varies, double cost Choose a Schtick Type according to your Research focus. It costs double the normal cost, and may be changed between sessions or at downtimes.

= Occult =

Sorcery
Action!/Schtick/Sorcery Blood Magic, Elven Sorcery, Fire Magic, specializations, Wizardry, Dark Magick, Infernalism, Maho, Elementalism, Shahir Summoning, Shamanism.

Specializing Perks

 * General: Choose 3 schticks. Used for a plethora of schticks to gain EV/AV/Free Actions/Increased Def against/etc etc. Or a free point to "change" the 3 schticks. All other have a flaw (like -EV/AV, extra Action required. Not Cost.). Examples: Fire Mage,

Transformative Perks

 * Blood Magic/Taxing/ (May spend Shock points to gain EV, Wounds as AV, Schticks that allow for blood drain, etc etc)
 * School (Some skill as support to Sorcery (Song Magic), The Fast School (+5 Initiative, Diff increased by 1, etc)
 * Dark/Madness/Infernal/Corrupting/Insidious Magic (Gain a Dark point: Gain +d10 AV to Sorcery (or other things w/ other schticks), Darkpoints > something causes something horrible)
 * Light/Holy/etc: (Magic that drains the caster, Sideeffects cause Holy things, Use Faith as Resource)

Supernatural Creature
Action!/Schtick/Creature Powers

Occurrence-Specific
As the Sorcery variant, But should remove at least 1/3 of all occurrences. Not in direct Sunlight, In or near the Sea, Not in cities

Creature Body
Tier 1 Power: Raise Strength by 5 (Ignoring StrengthMax), or set your Strength to [Supernatural Skill] for 1 Sequence.

Creature Stamina
Tier 2 Action, any number of Power: Regain [Power points spent] Wounds. Power: Regain [Supernatural Creature+Power] Shock points.

Creature Speed
Tier 2 Power: Your Move is raised to [Supernatural Creature] Skill for [Power] Sequences.

Creature Allure
Tier 3 Power: Increase Outcome of a succesful Interaction or Deceit Action by d10.

Tier 3

Tier 4

Tier 4

Creature Ingenuity
Tier 5 Regain a Power when you take a Wound. Gain +d10 EV to your next Action.

Archfiend
Tier 5 Power: Supernatural Creature Action gains +d10 AV. Advancement: Remove the Power Cost (5).

Master Creature Schtick
Tier Varies This Schtick counts as any Supernatural Creature Schtick, with a cost up to half the points invested into this Schtick. Advancement: You may buy several of these Schticks.

Animal Powers
General Animal Powers. Multiple Animals. Specialized Animal. Lessen cost of Animal Power. Attribute enhancement like Animal. Add Skills to Animal Package. 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: Perform any Action: Free Device Action at -5 AV. Advancement: AV (Progression 10, Up to 0).

Tier 4
Tier 4

Corruption
Tier 5 Power: Transfer PV/5 Mutation Points to a touched target with a Occultech+Power vs Occultech or Willpower+Power, Focus or Toughness. Advancement: PV mutation point divider (25), Remove Power cost (5), Increase Range (Power/3m 2, Power m 4, Power x 3 m 6, Power x 10 m 8, LOS 10)

Tier 5
These proficiencies are only examples.

= Pursuit =

Pursuit Schticks

Pursuit Tier 5
= Security =

Crime
(also Investigation)

Network Snoop
Tier 2

Locksmith
Tier 2 Lower time needed for opening a lock by 2. Increase EV when opening a lock by 8. Advancement: Lower time divisor (Progression 5/2), Increase EV (Progression 1/2)

Sneaky Move
Tier 2 Move: Make a Free Sneak.

Sneaky in Action
Tier 2 Action: Make a Free Sneak.

Forgery
= 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 15 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 =

Tooltip
Tier 1 Mind: Reroll a Build roll. Advancement: Remove Mind cost (4)

Pack Rat
Tier 2 Once per Session, you have the right tool for a job. If your have the Toolmaker Schtick you may choose one of those. Luck: You have the right tool for a job. Advancement: More times per session (Progression 10).

Tech Savvy
Tier 3 Never receives penalties for unknown technology.

Toolmaker
Tier 3 You may produce tools that provide one of the following bonuses: This has time increment 10 Difficulty 10/20 Build Action. Advancement: New powers (1), Lower increment by 1 level (2 per increment down to 10 minutes), Lower EV Difficulty by 2 (1 / 2 EV down to 0), Lower AV Difficulty 1 (2, down to 5), Increase EV levels gained (2), Remove Mind on reroll (5), Remove 1 Mind on AV (5).
 * +1 level EV Tech/any(choose one)
 * Mind: Reroll Tech/any roll(choose one)
 * 2 Mind: d10 AV to Tech/any roll(choose one)

Marvel Tech
Tier 4 You may choose Tech with a total cost of 2 points. You may change that Tech by spending time increment points+5 tinkering. Advancement: Tech points (Progression 5), Lower Increment required (2 per point).

Speed Builder
Tier 5 Your build speed is increased to two rolls per time increment. Advancement: Speed multiplier (Progression 25).

Grease Monkey
Tier 1 Mind: Extra d10 EV. Advancement: You may pay unlimited amount of Mind for d10 EV (2).

Pack Rat
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).

Quickfix
Tier 2 Lower repair time by 1 time increment. Progression: Repair time increment (Progression 10).

Tech Savvy
Tier 3 Never receives penalties for unknown technology.

Engineering
As in architecture and Engineering.

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).

Tech Savvy
Tier 3 Never receives penalties for unknown technology.

Givin' her all she's got
Tier 5 Use a gadget or modification to boost another Schtick. Requires [points+5] time increment to modify. Add 5p to any other Schtick. Progression: Bonus to any other system (Progession 5).

Infinite Lever
Tier 1 Mind or Action: Gain +3 AV to any Athletics / Build / Repair roll. Advancement: AV (Progression 10).

Quick Measure
Tier 2 You may perform Use with applicable technology as a support Action to any other applicable Proficiency.

Trained Operator
Tier 2 When you perform a Use Action you perform any other Action as a Free Action.===Tech Savvy===

Tech Savvy
Tier 3 Never receives penalties for unknown technology.

Battery-powered
Tier 4 1 Shock point or Action: Item used for Use Action will work this Sequence. This include payphones and vending machines.

Power User
Tier 5 Use Actions gain a free d10 EV. Advancement: EV die becomes an AV die (5), also gain an AV Die (10).

= Arts =

= Academics =

= Profession=

=Specialty Skills= Skills from specific campaigns or modules

Artifact
From the Explorers of the Unknown

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).

Telepathy
= Magic =