Action!/Schtick/Attribute

All Attribute Schticks require that the Attribute in question is at least 10 (unmodified).

The Ox is Strong
Passive: Your carrying Strength is at +10.

Conditioning
Passive: You have Armor equal to your basic Strength. No enhancements.

Lethal Weapon
Passive: Your body now counts as a +5 Damage weapon.

Increased Momentum
Passive: Any close combat weapon you use now gets a +2 EV Multiplier.

Lightning Reflexes
Passive: Your Shot Pool is now calculated (Agility x 2 + Luck + Wits).

On the Move
Action: You may perform a Free Move.

100-meter Dash
Passive: Your Move is increased by Agility.

The Human Target
Active Defense: Your Active Defense provides Agility Defense.

Fortitude
Your Wound Threshold is now equal to your Toughness.

The Earth Is Patient
Add Toughness to your Soak.

Deep Reserves
Add Toughness/2 (rounded down) Wounds and Toughness x 2 Shockpoints.

Explosive Effort
2 Shockpoint: You may make a Move as a Free Action. 5 Shockpoints: You may take an Action. Action, Wound: Gain a d10 to your Action.

Hypersense
Choose one sense. It gains the following ability: Passive: AV rolls including [the sense] now always count as Routine. Luck dice add to the real total, not the 0.

Sixth Sense
Passive:You are never surprised or blindsided as long as you are not taking any Actions.

Awareness
Passive:You do not receive any environmental penalties to your Perception-based rolls.

Hand-Eye Coordination
Passive:You gain a +2 EV multiplier to any gun wielded.

Brilliant Genius
Passive: You gain an Int-pool if you didn't already have it.You can use such a point as a point from any Soul Pool.

Knowledgeable
Passive: You always roll at least 0 Outcome on any Academics or Knowledge element of a Proficiency.

Lightning Calculator
Action: You may perform a Free Intelligence-based Action.

Professor
Passive: You gain an Int-pool if you didn't already have it. You can use such a point to gain a temporary Information Schtick that works as an Academic or Knowledge Proficiency at your Int or Skill rating.

Action-oriented
Action: You may perform 2 identical Actions.

Foresight
Passive: Your Wits counts double against your Shot Pool.

The Way of Wit
Passive: Your Wits counts against your Presence.

Speed of Thought
Shot: Gain Wits Initiative.

Natural Leader
Action, Presence: Bolster other allies' Actions with a Presence point as Luck. Unnamed characters all gain the extra die, while named characters also receive a point of refill for any Soul-based Pool.

Gaze
Action: You may perform a Free Charisma-based Action.

Gifted Performer
Presence: You may use Presence as Luck on Spirit-based Actions.

Mr. Personality
Presence: Gain 2 Presence dice.

Silver Tongue
Passive: You gain a +d10 EV on all Interaction Actions.

Solid Banter
Något mer.... Presence: No-one may interrupt your monologue, not even during combat.

Liar, Liar
Action with Manipulation: Gain a point of Presence if successful.

Ox and Feces
Active Defense: Your Active Defense is equal to Skill+Manipulation.

Caretaker
Passive: Empathy counts twice against your Presence.

Stolid Defender
Presence: You gain +d10 on any Defense.

Healing Soul
Passive: Any healing attempts from or on you gains +d10 AV.

Koans and Mantras
Passive: You may Defend anyone against Spirit-based Effects.

Single-minded
Action: Lower Defense by 5. You receive +5 AV and a +2 Effect multiplier on all Actions. Action: Your Defense, AV and Effect Multiplier returns to normal.

Focusing Moment
Action: Regain a Focus point.

The Dragon
Focus: Substitute any Attribute with Focus until end of Sequence.

Focal Point
Focus: Gain d10 AV on any Action.

Jinx
Luck: Inflict negative dice on opponent or cancel spent Luck point.

Pure Luck
Luck: Gain 2 Luck dice.

Surefire
You may spend Luck points until you get an Outcome of at least 0.

Lady Luck's Smile
At the beginning of each Sequence you regain a point of Luck, as long you don't have a Luck point.

Soul Pact
You receive a +5 modifier to your Power and 3 -1 modifiers to your other Attributes.

Master of Magic
Each Power point spent counts as 3 Power points.

Powermonger
Each time you make an opposed roll and gain at least 1 Effect, you gain 1 Power.

Archmage
Passive: Powers Actions and Active Defenses gain a +d10.