Action!/Schtick/Perks & Flaws

You may only buy these at the time of character creation, or with GM permission.

Specialist
Costs 10 points The SkillMax for one of your Proficiencies is raised by 1.

Unready
Provides 10 points A chosen Skill with AV 11+ now has a Skill Max of one less (-1).

Untrained
Provides 10 points A chosen Skill with AV 11+ now only contains one Proficiency (All other Proficiencies are set to 0).

Veteran
Costs 20 points The SkillMax for one your Skills is raised by 1.

Elite
Costs 20 points The SkillMax for one your Skills is raised by 1.

Assault
Costs 40 points The Offensive SkillMax for one your Skills is raised by 3.

Defensive
Costs 40 points The Defensive SkillMax for one your Skills is raised by 3.

Talented
Costs 10 points The Effect Value of one of your Skills is raised by 3.

Natural
Costs 10 points The Effect Value of one of your Skills is raised by 2.

Aptitude
Costs 10 points You may take -5 EV to gain +1 EV multiplier to a Skill roll.

Expertise
Costs 10 points Reduces the EV penalty of Aptitude to 0.

Superiority
Costs 40 points Passive: Gain a d10 to all uses of a Proficiency.

Supremacy
Costs 40 points, requires Superiority Widens the scope of Superiority. Replace Superiority with Passive: Gain a d10 to all uses of a Skill.

Superior Attribute
Costs 30 points An attribute gains a +1 modification.

Heroic Attribute
Costs 30 points An attribute gains a +1 modification.

Flawed Attribute
Provides 20 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 20 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 2 points per level, max 5 levels Adds 1 per level to the Effect Value of Interaction/Social Actions.

Bad Looks
Provides 2 points per level, max 5 levels Adds 1 per level to the Effect Value of Interaction/Intimidation Actions. Subtracts 2 per level from the Effect Value of Interaction/Social Actions.

Fast
Costs 20 points Your Move is 1 point higher. You may not raise Move above your maximum.

Slow
Provides 10 points 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 10 points Your Initiative is 1 point higher. No combination of Initiative enhancement with Combat Coolness can more than double your Initiative.

Battle Experience
Costs 30 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 20 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 10 points 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)

Vehicle
Varies greatly.

Position of Power
0-60 points.

Unforgotten

 * Noble (0-60)
 * Judiciary power (10 Local, 20 Planetary, 30 Systemwide, 60 Agent of the Empire)
 * Material Benefit (as per Resources)
 * Social (0 Public Figure, 10 Celebrity, 20 No taxes except Imperial, 30 Landed Noble, 60 Planetary Governor)


 * Imperial Commission
 * Bureaucrat (0)
 * Ensign (10)
 * Lieutenant (20)
 * Lieutenant Commander (30)
 * Commander (40)
 * Captain (60)
 * Commodore (80)

Contact
10 points. Standard Contact.

Buddy
20 points. Positive Contact.

Friend
40 points.

Contact Network
40 points. You always have a Standard Contact available.

Buddy Network
80 points. You always have a Buddy available.

Powerful Contact
20 points, 40 points. Often a Corp or Tribe member. May be combined with any other contact.

Gang
20 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
40 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
80 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:
 * 10 points(500, Max 14): The Local Police Commish.
 * 20 points(1000, Max 17): Special Forces Instructor at Fort Bragg
 * 30 points(1500, Max 19): Ninja master Kuroi, best of them all.
 * 40 points(2000, Max 21): The Demon Lord Azogh, beholden to none.
 * 50 points(2500, 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 5 points/xp.

Henchman
60 points.Built with 300 points.

Lieutenant
30 points. Built with 150 points.

Sergeant
10 points. Built with 50 points.

Minion
20 points for 5. All built on the same template with 20 points.

Sidekick
20 points. Built with 100p.

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

Hero Flaws
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)

Elven Blood
One of Power or Focus, chosen when bought: Add a d10 to any roll.

Moment of Glory
You may achieve a 3rd positive die, at the same cost as the 2 previous dice.

Devil's Luck
Free:Gain a positive die. Roll is now Hazardous.

Berserker
Free Action: Fly into a blinding rage. Double your Wound Treshold and +Focus x 5 Shockpoints for Focus rounds. When the duration ends, you receive as many Wounds as you have received during the rage.

Shaman
You may buy any Creature Powers for 10 points in your Spirit Totem form. Gain Transformation : Spirit Totem.

Kamdaar

 * Gentleman (20) - A small stipend (Resources +1)
 * Royal Explorer (40) - Normally no lands, but a stipend (Resources +2)
 * Baron (60) - Normally a small estate, with governmental rights
 * Marquis (80) - Normally a city, with judicial and governmental rights
 * Royal Ambassador (100) - Free Agent
 * Lord (120) - Normally a small province with several baronies.
 * Duke (140) - A Duchy, a large province, with judicial and governmental rights
 * Royal (Prince/Princess) (160)

Jagan

 * Initiate (20) - Access to the courses of the Universitas Magus
 * Academicus (40) - Access to the Great Library
 * Senior Academicus (60) - Academicus with a degree, still working at or for the Academy.
 * Magistratus Academicus (80) - member of the Senatus Magus
 * Questor Academicus (100) - Free Agent
 * Senator Academicus (100) - speaker of the Senatus Magus, there are 8
 * Imperator Academicus (160)

Kamdaar

 * Cadet (10)
 * Lieutenant (20)
 * Lieutenant Captain/Commander (30)
 * Captain/Commander (40)
 * Lieutenant Colonel/Commodore (60)
 * Colonel/Commodore (80)
 * Lieutenant General/Fleet Admiral (100)
 * General/Admiral (120)

Jagan

 * Camparius (40)
 * Legatus (80)
 * Prefectus (120)