Action!/Schtick/Proficiency

= Action =

= Deceit =

= Ranged Weapons = Gun Schticks

Fake Mark
Tier 1 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)

Fake Mark
Tier 1 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)

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

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

Fake Mark
Tier 3 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)

Fake Mark
Tier 3 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)

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)===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)

Fake Mark
Tier 5 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)===Fake Mark=== Tier 5 2 Mind, Dramatic Action: Redirect a Deceit Action that you are aware of. This does not count as a Defense. (14-10)

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 You never receive Social penalties for unknown circumstances.

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

Support Group
Tier 2 Presence: Target receives +d10 EV to resist any Interaction. May be used after EV has been calculated.

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). = Psi =

Telepathy
= Magic =