Action!/Schtick/Proficiency

Proficiencies cost 10 points and raise the Skill Value of a Proficiency from AV-5 to AV.

Acrobat
Passive: Regain a Shot at the end of a Sequence where you only Actively Dodged.

Zig-Zag
Move, 1 Shock point: You may make a Free Active Defense.

Athlete
Passive: All Static Sport Difficulties are at -5 AV.

Daredevil
Passive: All Static Stunt Difficulties are at -5 AV.

Set-Up
Stunt Action: You may give someone else an Outcome/5 AV modifier to their next Action against your target.

Sprinter
Movement Stunt: Your Outcome is doubled while in a chase.

Fast Talker
Passive: You may reroll a failed Bluff roll once.

Elementary!
Passive: With a successful Notice-roll against the Difficulty of the most difficult clue to notice in the room, you gain knowledge of all clues present and their importance.

Danger Sense
Passive: Ambush or danger detection Notice rolls are now Routine for you.

Sense Weakness
Action: You gain knowledge of the target's lowest Attribute.

Sense Strength
Action: You gain knowledge of the target's highest Attribute.

Measure up
Action: You gain knowledge of a chosen Proficiency or Attribute of the target.

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.

Pursuit
Pursuit Schticks.

Home Terrain
Passive: You do not take movement penalties in any terrain you have a Survival Proficiency for.