Action!/Schtick/Perks & Flaws

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

Powerful
Costs 2 points The SchtickMax for one your Schticks is raised by 1.

Mighty
Costs 2 points The SchtickMax for one your Schticks 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.

Prodigy
Costs 1 point The Effect Value of one of your Proficiencies is raised by 5. This is not cumulative with Talented or Natural.

Aptitude
Costs 1 point You may take -5 AV to gain Enhanced to a Skill roll.

Expertise
Requires Aptitude Costs 4 points Reduces the AV penalty of Aptitude to 0.

Effort
Costs 1 point Luck: You gain a second extra positive die to a Proficiency roll. You must gain a first positive die from somewhere else.

Effortless
Requires Effort Costs 4 points Effort no longer requires a Luck point.

Superiority
Costs 6 points Passive: Gain an AV d10 to all uses of a Proficiency.

Supremacy
Costs 6 points, requires Superiority Widens the scope of Superiority. Gain a d10 to all uses of the Skill with Superiority.

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 1-2 points You look (really) good. This might prove useful sometimes. +5/+8 EV when applicable.

Bad Looks
Provides or Costs 1-2 points Your looks cause others to cringe with fear, revulsion or anger. +5/8 EV when applicable.

Fast
Costs 2 points, Progression 10 Your Move gains a +1 modification.

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 faster than Move 1 per 10 Sequences.

Combat Coolness
Costs 1 point, Progression 4 Your Initiative is 2 points higher. No combination of Shot Count or Initiative enhancement with Combat Coolness can more than double your Shot Count or Initiative.

Battle Experience
Costs 2 points, Progression 12 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, Progression 12 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.

Position of Power
0-6 points.

Unforgotten

 * Noble (0-6)
 * Judiciary power (1 Local, 2 Planetary, 3 Systemwide, 6 Agent of the Empire)
 * Material Benefit (as per Resources)
 * Social (0 Public Figure, 1 Celebrity, 2 No taxes except Imperial, 3 Landed Noble, 6 Planetary Governor)


 * Imperial Commission
 * Bureaucrat (0)
 * Ensign (1)
 * Lieutenant (2)
 * Lieutenant Commander (3)
 * Commander (4)
 * Captain (6)
 * Commodore (8)

Contact
1 points. 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 gang 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 points(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 5 points/xp.

Henchman
6 points.Built with 30 points.

Lieutenant
3 points. Built with 15 points.

Sergeant
1 points. 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 1p 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)

Battlehardened
Cost 2, SP x 5, Progression 5 Gain 10 SP.

Elven Blood
Cost 5 One of Power or Focus, chosen when bought: Add a d10 to any roll.

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

Devil's Luck
Cost 2 Free:Gain a positive die. Roll is now Hazardous and fails on any double.

Berserker
Cost 2 Free Action: Fly into a blinding rage. Double your Wound Treshold and gain Focus x 5 temporary Shockpoints for Focus rounds. When the duration ends, you receive as many Wounds as you have received during the rage.

Shaman
Cost 2 You may buy any 4 Creature Powers for 2 points in your Spirit Totem form. Gain Transformation : Spirit Totem.

Kamdaar

 * Gentleman (2) - A small stipend (Resources +1)
 * Royal Explorer (4) - Normally no lands, but a stipend (Resources +2)
 * Baron (6) - Normally a small estate, with governmental rights
 * Marquis (8) - Normally a city, with judicial and governmental rights
 * Royal Ambassador (10) - Free Agent
 * Lord (12) - Normally a small province with several baronies.
 * Duke (14) - A Duchy, a large province, with judicial and governmental rights
 * Royal (Prince/Princess) (16)

Jagan

 * Initiate (2) - Access to the courses of the Universitas Magus
 * Academicus (4) - Access to the Great Library
 * Senior Academicus (6) - Academicus with a degree, still working at or for the Academy.
 * Magistratus Academicus (8) - member of the Senatus Magus
 * Questor Academicus (10) - Free Agent
 * Senator Academicus (10) - speaker of the Senatus Magus, there are 8
 * Imperator Academicus (16)

Daroon

 * Mubtadi Summoner (0)
 * Aasim Summoner (2)
 * Yasin Summoner (4)
 * Almuhdr Summoner (6)
 * Sahir Summoner (10)

Jagan

 * Camparius (4)
 * Legatus (8)
 * Prefectus (12)

Kamdaar

 * Cadet (1)
 * Lieutenant (2)
 * Lieutenant Captain/Commander (3)
 * Captain/Commander (4)
 * Lieutenant Colonel/Commodore (6)
 * Colonel/Commodore (8)
 * Lieutenant General/Fleet Admiral (10)
 * General/Admiral (12)