Action!/Schtick/Proficiency

= Action =

{{Action!/Schtick/

Martial Arts, Fighting
Fu Schticks. Kung Fu Style Variants

Martial Artist
Tier 1 Natural Weapons do Damage or Stun. Progression: Include choice Daze (+2), include choice Stymie (+2), include choice Staggered (+2), include choice May not spend specific Pool Point (+2), include option +1 Shot (+4/Progression 20), include option Down (+2) add Out (requires Down, +4).

Weapon Training
Tier 1 All close combat weapons you wield gain +1 AV. This also affects shields and other defensive weapons. Progression: AV (Progression 20), Gain Effect die (12), Shock (Progression 2), Wound (Progression 100), Gain option Bleed (+16), Gain Bleed (+48).

Defender
Tier 2 You may Defend against all Attacks aimed at you. Progression: Counter (10 (Hit Counter), 16 (Attack Counter), 22 (Defensive Counter)), Gain Active Defense bonus (Progression 2/3).

Striker
Tier 2 Add Knockback to any Attack. Progression: Progression 4, Add Knockback (4), Gain Damage (Progression 1).

Marauder
Tier 3 Attack, 2 Shock points: Attack gains Bleed. Progression: Remove Shock points cost (4), Exchange Bleed for Freeze (6), Add Freeze (16), Exchange Bleed for Unaware (-2), Add Unaware (8), Gain Cause Impairment w save 1-5 (4/Impairment, Progression 20).

Skirmisher
Tier 3 Attack: Gain Free Move. You may retreat from melee at no penalty. Full Move Action: You may perform a Triple Move instead of a Full Move. Progression: Move (Progression 20), add Defense:Gain a Free Move (6, Progression 20),.

Weapon Master
Tier 4 Gain the following with all Weapons: 1 shockpoint: Add an Effect d10. Progression: Gain Effect d10 (Progression 60), Extra Damage (Progression 1), Remove shockpoint cost (2).

Armor Master
Tier 4 1 shockpoint: While Armored, remove d10 EV from an Attack. Progression: d10 EV (Progression 25), Extra Armor (Progression 1), Extra Shockpoints (Progression 5).

Guardsman
Tier 5 Successful Defense: Gain a point of Defiance. Defiance: Free Guarded Active Defense. 2 Defiance: Free Guarded Attack and +d10 damage. Progression: Damage Guarded Attack (Progression 2), Armor on Guarded Active Defense (Progression 1).

Man-At-Arms
Tier 5 Successful Attack: Gain a point of Momentum. Successful Attack, Momentum: Gain d10 Damage. Successful Attack, 2 Momentum: Gain d10 AV. Progression: Damage (Progression 2), Remove Momentum cost of Damage (10), Remove 1 Momentum cost from AV (10), Gain a Momentum on an unsuccesful Attack (6).

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

Run like the Wind
Tier 1 Move Action: Full Move. Progression: Change Action to Full Move: Triple Move (4), Triple Move (8), adds a Free Active Defense (32),

Tuck and Roll
Tier 2 You may make Free Move before or after you perform another Action. Progression: 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 Progression: Only any specific non-Action! Action (4), Only any Action(8), Only Move (12), Free Action (16), Gain Defense (Progression 2).

Daredevil
Tier 4 You gain +5 AV on hazardous Athletics Actions.You may choose to make any Action hazardous. Progression: AV (Progression 20), EV (Progression 2), Regain a Shot on Successful Athletics Action (4), Use Luck, Athletics Action: Regain a Luck on a successful Athletics Action (10).

Tier 5
Tier 5 You gain +5 AV on hazardous Athletics Actions.You may choose to make any Action hazardous. Progression: AV (Progression 20), EV (Progression 2), Regain a Shot on Successful Athletics Action (4), Use Luck, Athletics Action: Regain a Luck on a successful Athletics Action (10).

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

Array of Stunts
Tier 1 Stunt Action: Free Move. Progression: Free Full Move (1), Gain an Extra Non-Physical Action (+6), Gain an Extra Non-Stunt Action (+1)

Roll With It
(Dodge, change this to other) Tier 1 1 Shockpoint: You may roll Stunt+Agility to lower the Damage of an Attack that has hit you.

Teamwork
Tier 2 Stunt Action: You may Buff someone elses next Action by +1 AV against your current target. This bonus lasts until the target's next Action. Progression: AV (Progression 10)

Slingshot
Tier 2 Succesful Stunt Action: Gain 1 Shot. Progression: Gain 2+ Shots (Progression 15), Stunt does not need to be Successful (1), Activation is now either Successful Stunt or Successful Active Defense (3).

Acrobatics
Tier 3 You may raise the Difficulty of any Stunt by X. Gain 3X Effect Value. Progression: Any successful Stunt provides bonuses from Combo (4), Any successful Stunt provides bonuses from Unbalance (5), Gain an extra multiple of X (4X) (3), Gain Lower Difficulty 2X, Lower EV X (6)

Stunt Double
Succesful Stunt Action: Gain 2 Shots.

Combo
Tier 4 Stunt Action: Gain an extra Effect die if target has been affected by Combo up to 1 sequence ago. May be used with any other Stunt-based Schtick.

Unbalance
Tier 5 Successful Stunt: Gain +3 AV on your next Stunt against the target.

Tier 5
===

Throw
Fu Schticks and Gun Schticks.

Weapon Juggle
Tier 1 Thrown Attack: Draw thrown weapon as Free Action. Ignore up to 5 points of Difficulty or penalty modifiers except Defense. Progression: Bank Weapon (2), Difficulty (Progression 1/2), Ignore all Difficulty modifiers except Defense (5), Weapon Tricks (2)

Bank Weapon
You no longer need line-of-sight for Attack. Attacking blindly still incurs 5 points of Difficulty.

Weapon Tricks
Thrown Attack: Free Trick Action.

Throw Anything
Tier 2 You may throw anything with Range of [Strength] meters and a minimum Damage of [Perception]. Progression: Range (Progression 1), minimum Damage (Progression 3).

Knife Bouquet
Tier 3 Attack, 2 Shots: Make 2 Attacks at a single target. Progression: Attacks (Progression 40), Multiple targets allowed (1), -1 Shot cost (3), No Shot Cost (6)

Combat Aim
Tier 4 Shot or Aim Action: Add +5 Damage and +2 AV. Not cumulative with anything else. Progression: Damage (Progression 1), AV(Progression 10), Add Shots to Shot cost (Progression -15), Increase Range by 1 multiple (1),

Crippling Joint Strike
Tier 5 Inflict Wound: Inflict 1 point of impairment on target until Wound is healed. Progression: Impairment (Progression 25), Inflict Stymie (4), Inflict Stun (2), Inflict Impair (8), Inflict Daze (4)

= Deceit =

Taunt
Tier 1 Action: Roll Bluff+Manipulation vs target's Bluff(Willpower)+Empathy. Inflict 1 point of impairment lasting 1 Sequence. Advancement: Cause Impairment (Progression as Power)

Fast Talker
Tier 1 Passive: You may reroll a Bluff roll once per attempt. Advancement: Reroll Bluff twice (Progression 5), Regain a Presence if you gain a Negotiated Victory (EV 10+) or better.

Silver Tongue
Tier 2 Presence: You may make a Free Bluff Action. Advancement: Remove the Presence cost, add: On any non-Deceit Action (3)

The Con
Tier 2 Presence: Inspire someone elses Deceit versus the target?No.

Confidence Man
Tier 3 Successful Bluff: You regain a Presence Pool point. (4-1) Progression: Regain a Luck instead (1), Also regain a Luck point (5).

Wind-Up
Tier 3 Successful Bluff: Gain +2 AV on further Bluffs against the same target. Progression: AV gain (Progression 10), Stacks of Wind-Up (Progression 25).

The Sting
Tier 4 Successful Bluff: Gain d10 EV. (-1+5)

Bluff Tier 4
Tier 4

Ace in the Hole
Tier 5

Bluff Tier 5
Tier 5

Strategy Schmategy
Tier 1

Quick Change
Tier 1 Presence: Disguise attempt takes 1 Sequence. Advancement: Remove Presence cost (4), gain a time bonus to Disguise per category of time you use (See Value Table)

Method Actor
Tier 2 Presence: May use Disguise as any Proficiency one roll. Advancement: Remove Presence cost (4)

Social Engineering
Tier 2 Successful Disguise:

The Plan
Tier 3

Playing Both Sides
Tier 3 Failed Deceit Defense: Add +d10 to Defense attempt. Opponent gains: Mind: Gain +d10 AV to Deceit Action. May only be used once per Defense.

Battle of Wits
Tier 4 Succesful Deceit Defense: Free Deceit Action.

Fake Mark
Tier 4 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)

Strategy Schmategy
Tier 1

asd
Tier 1

Chain of Deals
Tier 2

Social Engineering
Tier 2.

The Plan
Tier 3

Playing Both Sides
Tier 3 Failed Deceit Defense: Add +d10 to Defense attempt. Opponent gains: Mind: Gain +d10 AV to Deceit Action. May only be used once per Defense.

Battle of Wits
Tier 4 Succesful Deceit Defense: Free Deceit Action.

Fake Mark
Tier 4 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)

Acting Tier 5
Tier 5

Xanatos Gambit
Tier 5 If all reasonably possible outcomes are desirable, then it's a Xanatos Gambit.

Beat the Grass
Tier 1

Get to Cover
Tier 1 Tactics Point: Provide a Free Active Defense to all party members. All party members become Knockdown. Progression: Cover bonus (Progression 1), No Knockdown (4), Requires Active Defense (-1), No Tactics Point Required (5), Also allows a Shaken roll (5).

Tactics Tier 2
Tier 2

Tactics Tier 2
Tier 2

The Gate is Open
Tier 3 Lose a Tactics roll versus an opponent: Next Tactics roll is Inspired.

The Way is Clear
Tier 3 Win Tactics roll against opponent, Mind: Opponent is Confused by Outcome.

Sudden Strike
Tier 4 Successful Tactics: Gain Augment to your next Action vs that opponent.

Hold the Line
Tier 4 Tactics roll: Gain Diminish versus that opponents next Action.

Chain of Stratagems
Tier 5 Tactics pool point: All other members of team gain a Tactics Pool point.

Tactics Tier 5
Tier 5

Tactics Tier 2
Tier 2

Tactics Tier 2
Tier 2

Tactics Tier 3
Tier 3

Tactics Tier 3
Tier 3

Tactics Tier 4
Tier 4

Tactics Tier 4
Tier 4

Tactics Tier 5
Tier 5

Tactics Tier 5
Tier 5

= Ranged Weapons =

Vehicle
= Interaction =

Command Presence
Tier 1 All Leadership abilities now have double range.

Get to Cover
Tier 1 Presence: Provide a Free Active Defense to all party members. All party members become Prone. Progression: Cover bonus (Progression 1), Optional Prone (4), Requires Active Defense (-1), No Presence Required (5), Also allows a Shaken roll (5).

Command
Tier 2 All under your command within Charisma meters gain +2 AV when resisting Shaken. Advancement: AV (Progression 5), Defense (Progression 10).

Silver Tongue
Tier 2 Presence: You may make a Free Bluff Action. Advancement: Remove the Presence cost, add: On any non-Deceit Action (3)

The Con
Tier 2 Presence: Inspire someone elses Deceit versus the target?No.

Confidence Man
Tier 3 Successful Bluff: You regain a Presence Pool point. (4-1) Progression: Regain a Luck instead (1), Also regain a Luck point (5).

Bluff Tier 3
Tier 3

The Sting
Tier 4 Successful Bluff: Gain d10 EV. (-1+5)

Bluff Tier 4
Tier 4

Ace in the Hole
Tier 5

Bluff Tier 5
Tier 5

Chameleon
Tier 1 Passive: You never receive Social penalties for unknown circumstances.

Support Group
Tier 2 Presence: Allow someone receive a new attempt to resist any effect.

Willpower
= Medicine =

Psychologist
= Observation =

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

Danger Sense
Tier 1 You are never totally surprised.

Sense Weakness
Tier 3 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.

Sensate
Tier 3 Ignore all negative modifiers to any Observation roll.

===

Alertness
Action: You gain a Free Recon Action.

Mnemonic Recall
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).

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

Making Do
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.

= Occult =

Sorcery
Action!/Schtick/Sorcery

Supernatural Creature
Action!/Schtick/Creature Powers

Magical Races
Normally one proficiency per race.

Animal Powers
General Animal Powers. 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: Action: Free Device Action at -5 AV. Advancement:

Tier 5
These proficiencies are only examples.

= Pursuit = Pursuit Schticks

Pursuit Tier 5
= Security =

Investigation
= 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 10 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 =

Use
= Arts = = Academics = = Profession= =Specialty Skills= Skills from specific campaigns or modules = Reality =

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).

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).