Action!/Schtick/Proficiency

= Action =

Confidence
Tier 1 Regain a Shot at the end of a Sequence where you only Actively Dodged and didn't get Hit. (3-2) Progression: 2-5 Shots (+60/Shot), Remove Active Dodge (20), Remove didn't get Hit (20).

Fox Defense
Tier 1 Active Defense: Opponent pays 1 Shock point to Attack you. Progression: Shock points (Progression 5).

Move Away
Tier 2 Dodge: Free Move if successful. (-1+3) Progression: Full Move (1), Always (2), May perform non-Attack Action (4), May perform any Action (4, requires non-Attack Action).

Nimble
Tier 2 Succesful Dodge: Opponent may not perform Attack or Defense as next Action. Progression: Opponent must save before performing Attacks/Defenses (4), Opponent has -1 on the save (5).

Setup
Tier 3 Successful Dodge: Gain +5 AV to your next Action, if it is an Action against the Dodged target (non-Cumulative). (-1+5-1-1) Progression: +8 AV (10), +10 AV (+10), 11+ AV (+10/+1 AV), Only Action Skill (-2).

Lightning Reflexes
Tier 3 Shot: You may make a Free Active Dodge Defense once per Sequence. (-1-3+8) Progression: No Shot Cost (6), Not once per Sequence (2).

Zig-Zag
Tier 4 Full Move: Free Active Dodge Defense. (-4+8) Progression: Only any specific Action (1), Only any Action (2), Only Move required (2), No Move required (4).

Elusive target
Tier 4 Any unsuccessful Attack against you Stymies the opponent. Progression: Stymied until save (4), -1 on the save (5), instead of Stymie (also raises cost of until save) Stagger (1/5) or Freeze (4/8), Adding Stagger (5/9).

Retaliation
Tier 5 Counterattack against the opponent when Hit. Progression: When Attacked (6), Before Attack (12).

Quicksilver Stance
Tier 5 Quicksilver Stance: Free Active Defenses, each with a Move. (-5+8+2) Progression: Quicksilver is not a Stance (10), Full Move (2), Triple Move (4), Normal AV progression.

Martial Arts, Fighting
Fu Schticks. Kung Fu Style Variants

Martial Artist
Tier 1 Natural Weapons do Damage and Stun. Progression: Upgrade to Daze (+2), change to Stymie (+2), add Stymie (+4), change to Staggered (+1), change to May not spend specific Pool Point (0), +1 Shot (+6), +1 Wound (+10), +1 Shock (+6).

Weaponmaster
Tier 1 All close combat weapons you wield gain +1 EV. This also affects shields and other defensive weapons. Progression: EV +2-+5 (+1/EV), Shock 1-5 (+2/Shock), Wound 1-5 (+10/Wound), Gain option Bleed (+4), Gain Bleed (+12).

Defender
Tier 2 You may Defend against all Attacks aimed at you. Progression: Counter (5 (Hit Counter), 8 (Attack Counter), 11 (Defensive Counter)).

Striker
Tier 2 Add Knockdown to any Attack that causes Shock points. Progression: Change to Knockback w/o Shock point req. (0), Add Knockback (2), Cause Impairment w save1-5 (2/Impairment),

Marauder
Tier 3 Attack, 2 Shock points: Attack gains Bleed. Progression: Remove Shock points cost (2), Exchange Bleed for Freeze (3), Add Freeze (8), Exchange Bleed for Unaware (-1), Add Unaware (4).

Skirmisher
Tier 3 You may retreat at will. Full Move Action: You may perform a Triple Move instead of a Full Move. Move Action: You may perform an Active Defense instead of moving.

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Endurance
Tier 1 You regain 1 extra Shock point per Sequence when you rest. (2-1)

Tuck and Roll
Tier 2 You may make Free Move when you perform another Action. Progression: Action must be Attack (-1), Action must be Successful (-1), You may instead perform a Free Athletics Action (2), You may do both (4)

Run like the Wind
Tier 1 Move Action: Full Move. Progression: Change Action to Full Move: Triple Move (2), Triple Move (4), adds a Free Active Defense (16),

Hunter
Tier 3 Chase Action: You may perform a Free Maneuver. This makes the Chase Hazardous. (4-1) Progression: Chase is no longer Hazardous (2), Add one specific Action (6), Upgrade specific to Any (1), Add one "any Action" (7).

Monkey Leap
Tier 3 Move Action: You may Jump Move meters instead of taking a Move. Progression: Move +1-+5 (3/Move), Remove the Move Action (3),

Technique
Tier 4 Full Move: Free Action with Athletics Skill. (-4+8) Progression: Only any specific non-Action! Action (2), Only any Action(4), Only Move (6)

Daredevil
Tier 4 You gain +5 AV on hazardous Athletics Actions.You may choose to make any Action hazardous. Progression: AV (Progression 5), EV (Progression 1), Regain a Shot on Successful Athletics Action (2), Use Luck, Athletics Action: Regain a Luck on a successful Athletics Action (5).

Teamwork
Stunt Action: You may Buff someone elses (Effect AV 5/8/10, Pool Shot) next Action against your target. (5)

Array of Stunts
Stunt Action: Free Move.

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

Thrown
Fu Schticks and Gun Schticks.

Weapon Juggle
Juggle weapons for some bonus or fast draw effect.

Multi-throw
Throw increasingly big weapons with -AV at beginning.

Throw Trick
Around corners, Blind, Bleed etc.

Extra Damage
Shot(Aim?) for bonus.

= Deceit =

Method Actor
Presence: May use Social as any Proficiency one roll.

Taunt
Tier 1 Action: Roll Bluff+Manipulation vs target's Willpower+Empathy. Inflict Taunt.

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

Silver Tongue
Tier 3 Successful Action: You may Bluff as a Free Action.

Confidence Man
Successful Bluff: You regain a Pool point.

The Sting
Successful Bluff: Gain +1 AV to your next Bluff attempt versus the same target (cumulative). Effects last EV-10 days, at least 1.

Distraction
Tier 5 Presence: All opponents within earshot are Stymied.

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, Reason: Opponent is Confused by Outcome.

Tiger Strikes Bear
Tier 4 Successful Tactics in combat: Gain +5 AV to your next Attack following Sequence. Successful Tactics out of combat: Gain a Pool point.

Bear Holds Tiger
Tier 1 Lose a Tactics roll versus an opponent in combat: Gain +8 Defense versus the next Attack from opponent. Lose Tactics out of combat: Reroll Tactics once with +1 AV.

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YYY
= Ranged Weapons =

Vehicle
= Interaction =

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.

Elementary!
Rewrite! 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.

= Occult =

Pursuit
Pursuit Schticks.

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 (20), Grapple +5 (0), Hold (20). Upgrade to cause previous effect simultaneously (+100), Normal Progression.

Gatherer
Tier 1 You may make Gather (Food/Water 1-3, Water/Food 1d-4d) Survival+Perception rolls at Difficulty 0. Progression: Normal EV Progression, Increase Food/Water (Normal AV Progression).

Tracker
Tier 2 Full Move: You may make a Free Survival tracking Action at +5 in a chosen terrain you have a Survival Proficiency for. Progression: Gain a Free Move (20), Gain a Full Move (40), Gain a Movement Boost +8 (20, Normal Progression).

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: Normal Athletics Progression.

Heat and Shelter
Tier 3 You can build a shelter and start a fire anytime, anywhere for up to 10 people. Progression: People (Normal Progression, at x2), Regain 1 pool point if you rest at the shelter (100), +1 any pool point regain, up to 5 (+100).

Pet Owner
Tier 3 Gain a Pet built on 100 points. Progression: 50 points to the pet (10).

Wrangler
Tier 4 You gain a +5 AV bonus to handle animals in any way. Progression: Normal AV Progression.

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: Normal AV Progression, Focus: +d10 AV to hide (200), Focus: +d10 EV to hide (100).

Ranger
Tier 5 Gain a +5 Defend bonus when in a chosen terrain that you have a Survival Proficiency for. Progression: Half Cost AV Progression, Focus: +d10 Defense (160), Cannot be Surprised (100), Gain 1 Shot per Sequence when in combat (60), +1 Shot up to 4 (60), upgrade Shot gain to d10 (60, requires 4 Shot gain).

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