Action!/Schtick/Proficiency/Athletics

Endurance
Tier 1 You regain 2 extra Shock points per Sequence when you rest. Advancement: Gain an extra Shock point when resting (Progression 5).

Run like the Wind
Tier 1 Move Action: Full Move. Advancement: Add Full Move Action: Triple Move (1), Increase Full Move to Triple Move (3), adds a Free Active Defense to both Actions (8).

Jumping Jack
Tier 2 You may Jump Move meters instead of performing a normal Move. Advancement: Jump range Move x 2 m (2).

Tuck and Roll
Tier 2 You may make Free Move before or after you perform another Action. Advancement: Action must be Attack (-2), Action must be Successful (-2), You may instead perform a Free Athletics Action (4), You may do both (8)

Ice Climber
Tier 2 Succesful Athletics Action: You may perform a Free non-Athletics Attack at -5 AV Advancement: Action may be any Attack (-2), Athletics Action need not be Successful (2), You may instead perform a Free Athletics Action (4), You may do both (8), Remove AV penalty (Progression 10, up to 0)

Running Man
Tier 3 Full Move: Gain +1 Move. This resets when you stop. After this Action, roll Athletics+Toughness / Difficulty 8+2*Move adds or stop running. Advancement: Lower Difficulty of Athletics+Toughness roll (Progression 1), Ignore roll 1-5 Sequences (6/Sequence).

Monkey Leap
Tier 3 Move Action: You may Jump Move meters in any direction instead of taking a Move. Advancement: Move (Progression 20), Remove the Move Action (6), Only once per Sequence (-2).

Tumble
Tier 4 Full Move: Free Action with Athletics Skill. Advancement: Only any specific non-Action! Action (4), Only any Action(8), Only Move (12), Free Action (16), Gain Defense (Progression 5).

Daredevil
Tier 4 You gain +1 AV on hazardous Athletics Actions.You may choose to make any Action hazardous. These bonuses ignore SchtickMax. Advancement: AV (Progression 25), EV (Progression 5), Regain a Shot on Successful Athletics Action (2), Use Luck, Athletics Action: Regain a Luck on a successful Athletics Action (10).

Olympian
Tier 5 Gain 15 Health. Gain +11 EV to feats of endurance. Advancement: Change 11 EV to [Athletics]+1 EV (0), Health (Progression 5/5SP), EV to endurance feats (Progression 1/2), expand EV to all Athletics (pay EV cost again)

Übermensch
Tier 5 +1 to Body, +1 WT, +5 Health. Advancement: +1 Body, +1 WT, +5 Health (Progression 25).