Action!/Schtick/Unique

Signature Item
1 of
 * +1 AV Skill
 * +1 AV Proficiency
 * +5 Damage
 * +3 EV Skill
 * +5 EV Proficiency
 * +5 Armor
 * +1 Effect Multiplier

Soul Weapon
Add a different Signature Effect to the Signature Weapon. As a final Effect you may invent Unique Signature Effects.

Bag Full of Stuff
Inspired by the work of Carl Cramér

Big Bruiser
Passive: Your Wound Threshold goes up by 3.

Even More Bruised
Passive: Raise your Wound Threshold by 1. You may not raise your Wound Threshold above your Toughness.

Blood Frenzy
Passive: Your first point of Wound impairment gives you a +1 bonus instead of -1 impairment.

Even More Frenzied
Passive: The next point of Wound impairment also gives you a +1 bonus. You may not reverse more Wound Impairment than your Toughness.

Bodyguard
Choose a charge. Passive: You may Passively and Actively Defend your charge, without Action or Shot Costs, as long as your are within a Move of your charge. Luck: The charge gains a positive die. This also exists as a Gun schtick.

Bounty Hunter
Choose a Named quarry. Passive: You know what you're up against. You gain insights into your quarry, gaining a +2 AV bonus against it. Luck: You may share this knowledge with allies, letting them use the bonus once. Quarry attacks you, Luck: Your quarry misses you.

Combat Clown
Combat Clown works both for those who are intentionally funny, and for the straight laced type who simply goes mad when people ridicule him. Needless to say, this schtick works for hotheaded characters, although the contrast of a normally peaceful Shaolin monk who goes insane whenever anyone laughs at him might be amusing, too. By Carl Cramér, based on schtick by Kevin Mowery, modified by Oscar Ubeda Segmar. It's going to happen sooner or later. You're going to blow a roll in a big way at a critical moment and people are going to laugh at you. In fact, if you botch, you can decree that your character does something unintentionally funny when he screws up. Botch: Everyone with Empathy lower than your Charisma laughs at you, losing their next Action or 3 Shots in the progress. You get +d10 AV for the duration of the current Sequence. If your description of what happens makes the GM laugh, you get the bonus for the rest of the fight. What, they're laughing at you and there's not a fight going? There will be...

Hard to Kill
Failed Stun-check, Luck: You regain all Shockpoints, Bandage all Wounds, and become conscious, at end of Sequence.

Heroic Comeback
Passive: Once per session, when one the following things happen, you may recover all Wounds, Luck, Focus, Power, Shots, Shockpoints and all other Pools:
 * One of your allies falls in battle.
 * One of your Named enemies escapes or is defeated.
 * You lose all Wounds.
 * You botch.

Like the Cavalry
By Robin Laws, modified by Oscar Ubeda Segmar If you were not with the other PCs when they arrived at the scene of a fight, you can show up in mid-fight, during or after Sequence 1, after every PC has had the opportunity to act once. You reveal yourself anywhere in the fight location, without having to explain how you got there. This also exists as a Pursuit Schtick.

Ammunitional Rescue
By Robin Laws, modified by Oscar Ubeda Segmar After using Like the Cavalry, your Attacks gain a +3 AV bonus until the fight ends.

Air of Mystery
Passive: +3 Defense against Sorcery.

Heart of the Beast
Passive: +3 Defense against Transformed Animal Powers.

Unnatural
Passive: +3 Defense against Creature Powers.

Adept's Way
Passive: +3 Defense against Adept Powers.

Smoke in Your Eyes
Passive: +3 Defense against Guns.

Inner Peace
Passive: +3 Defense against Martial Arts and Thrown.

Hotshot
Passive: +3 Defense against Pursuit.

Balance and Serenity
Requires +3 Defense against something. Passive: Gain +5 Soak vs the same thing.

Daredevil
Passive: Gain a Luck when the Difficulty of an Action is at least 5 higher than your AV.

Desperado
Attack, Luck: Gain a Luck if you miss.

Longshot
Luck: Gain 2 positive dice.

Death Wish
Passive: You gain a Luck each time you lose a Wound.

Highly Trained
Written by Robin Laws, modified by Oscar Ubeda Segmar Choose two Skills when you buy this Schtick. Luck: Exchange your two Skills Action Values. You must wait until you've used both your Skills before you change again.

Magnetic Hero
By Carl Cramér (as Honest Joe) You have a way with people, and inspire trust and confidence. Any basically good and law-abiding people gladly give you a hand, though there must be a reason if they are to accept discomfort or danger to help you. Sometimes, you can even inspire this trust in goons and villains, but usually only after you have soundly trounced them.

Ninja Run
Move or Full Move: You may perform Security/Sneak or Action/Stunt as a Free Action.

Flittering Shadow
Gain +2 Move while Sneaking.

Deep Shadow
Gain +3 EV Security/Sneak.

Soul Essence
Passive: You may use any Soul point as any other.