Action!/Schtick/Attribute

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Attribute[edit | edit source]

Back to Schticks

Old Schticks

Strength[edit | edit source]

The Ox is Strong[edit | edit source]

Tier 1
You may carry and lift x5 normal.
Progression: Carry and lift multiple (Progression 1), Ignore Knockdown (1), Ignore Knockback (Progression 1)

Conditioning[edit | edit source]

Tier 2
You have +5 Hardened Armor.
Progression: Armor (Progression 1), Armor Hardness (Progression 5, levels).

Lethal Weapon[edit | edit source]

Tier 2
Your body counts as a Damage 5 Weapon.
Progression: Weapon Damage (Progression 1), Weapon Armor Penetration (Progression 5).

Hardy[edit | edit source]

Tier 2
You have +2 Wounds.
Progression: Wounds (Progression 5).

Feat of Strength[edit | edit source]

Tier 3
Gain +3 Strength for anything except Attacks. Advancement: Strength (Progression 5)

Storm Leap[edit | edit source]

Tier 4
Move: You may jump a Double Move.

Bull Stance[edit | edit source]

Tier 5
Stance: Your Attacks knockback and knockdown your opponents. Knockback is up to 1 per EV. Knockdown is automatic. Advancement: Your knockback affects 2 more adjacent targets (1), your knockdown affects 2 more targets (+2), your Attacks affect all targets (+2)

Agility[edit | edit source]

Confidence[edit | edit source]

Tier 1
Regain +1 Shot at the end of a Sequence where you didn't act. Progression: 2-5 Shots (+3/Shot), Change to only performed Active Dodges and didn't get hit (1), Remove didn't get Hit (2), Change to Always (4).

Dash[edit | edit source]

Tier 1
Full Move: Make a Triple Move.
Progression: Move (Progression 3), Extra run multiple up to 5 (Progression 5), Extra Defensive Move 1-5 (Progression 2)..

Contortionist[edit | edit source]

Tier 2
Passive: All Agility-based rolls gain +5 EV.
Progression: Agility (Normal Progression), All Agility rolls are Routine (60), Gain a positive Die with Agility rolls (XX).

Runner[edit | edit source]

Tier 2
Perform any Action Action: Free Move.
Progression: Gain: Shot: Free Move (1), You may take an extra Move each time you take any Action (1).

The Human Target[edit | edit source]

Tier 3
You may soak Damage with Agility instead of Toughness.
Advancement: Extra Agility Soak (Progression 1), Extra Defense versus all Attacks (Progression 10).

Swinging and Flipping[edit | edit source]

Tier 3
Shot, Attack: You may combine Dodge and an Martial Arts Attack once per turn.
Advancement: You may now use any Attack as an Attack (1), Dodge and Attack any amount of times per turn (1).

Swayback[edit | edit source]

Tier 4
2 Shockpoints, Active Defense: Gain +3 AV, +5 EV on your next Martial Arts Attack.
Advancement: You may now attack with any Attack (1), Bonus AV (Progression 10), Bonus EV (Progression 1), Lower Shockpoint cost to 0 (2).

Lightning Reflexes[edit | edit source]

Tier 4
Raise Shot Count by 1 and Initiative by 5.
Progression: Initiative (Normal Progression), Shot Count (Pool Progression Worth 3),

Rolling Thunder[edit | edit source]

Tier 5
Your normal, single Move may now be made in any direction, even upwards. If you make an Attack as a part of a Move, gain +Move Damage to the Attack.
Advancement: Extra Damage past 3rd level (Progression 1), Make any Move (Full, Triple or otherwise) in any direction (2).

Lightning Stance[edit | edit source]

Tier 5
Stance: Gain +3 Shots per turn.
Progression: Shots gained (Progression 15).

Toughness[edit | edit source]

Tireless[edit | edit source]

Tier 1
You can endure anything longer than is normal (+5 to endurance totals).
Progression: Endurance (Normal/2), May use Refresh on self (+100, requires Endurance +10).

Hardy[edit | edit source]

Tier 1
You have +1 Wounds.
Progression: Wounds (Progression 5).

Endurance of Body[edit | edit source]

Tier 2
You have +2 Shock points.
Progression: Shock points (Progression 5)

Conditioning[edit | edit source]

Tier 2
You have +5 Hardened Armor.
Progression: Armor (Progression 1), Armor Hardness (Progression 5, levels).

Resistance[edit | edit source]

Tier 3
Defense: +3 Soak
Progression: Soak (Progression 5)

Refresh Stamina[edit | edit source]

Tier 4
Action: Regain 20 Shock points.
Progression: Regain Shockpoints (Progression 5 / 5 Shockpoints)

Mountain Stance[edit | edit source]

Tier 5
Stance: When hit, ignore the first 5 Shock and 1 Wound.
Progression: Shock (5), Wound (5).

Charisma[edit | edit source]

Commanding Presence[edit | edit source]

Tier 1
Command Stance:
You gain the following ability:
Presence: All allies gains +d10 EV on their next Action.

Impressive Performance[edit | edit source]

Tier 1
Interaction (Charisma), Presence Point: Your Interaction gains +3 AV.

Inspiring Presence[edit | edit source]

Tier 2
Command Stance:
You gain the following ability;
Presence: An ally gains +d10 AV on their next Action.

Aura of Confidence[edit | edit source]

Tier 3
Command Stance:
Any type of Active Defense: All allies gain +10 Resistance to the Actively Defended Effect.

Protection of Courage[edit | edit source]

Tier 3
Action: An ally gains your Charisma as a bonus to Passive Defense until end of turn.

Charismatic Leader[edit | edit source]

Tier 4
Interaction, Presence: All unnamed and a named character gain a positive AV die to any Defense or Interaction.

Protection of Courage[edit | edit source]

Tier 4
Action: An ally gains your Charisma as a bonus to Passive Defense until end of turn.

Protection of Courage[edit | edit source]

Tier 5
Action: An ally gains your Charisma as a bonus to Passive Defense until end of turn.

Protection of Courage[edit | edit source]

Tier 5
Action: An ally gains your Charisma as a bonus to Passive Defense until end of turn.

Manipulation[edit | edit source]

Conversationalist[edit | edit source]

Tier 1
Any successful Manipulation-based roll: Gain the use of any Knowledge next Action.

Perfect Lie[edit | edit source]

Tier 2
Presence: Any Manipulaton-based roll becomes Routine.
Advancement: Remove Presence cost (3), gain: Presence: gain at least 0 Outcome on a Manipulation-roll (2).

Glib Tongue[edit | edit source]

Tier 3
Successful Manipulation-based roll: Gain +5 EV and a Presence Point. Advancement: EV (Progressoin 1), Gain an extra Presence Point/5 EV (5).

Tier 4[edit | edit source]

Tier 4
Text
Advancement: (Progression)

Tier 5[edit | edit source]

Tier 5
Text
Advancement: (Progression)

Empathy[edit | edit source]

Tier 4[edit | edit source]

Tier 4
Text
Advancement: (Progression)

Tier 4[edit | edit source]

Tier 4
Text
Advancement: (Progression)

Tier 4[edit | edit source]

Tier 4
Text
Advancement: (Progression)

Tier 4[edit | edit source]

Tier 4
Text
Advancement: (Progression)

Tier 4[edit | edit source]

Tier 4
Text
Advancement: (Progression)

Perception[edit | edit source]

Sensate[edit | edit source]

Tier 2
You may use one other sense as a targeting sense.
Progression: Add another targeting sense (2), gain a new sense with Perception 5 (5), increase new sense Perception (1/2).

Sentinel[edit | edit source]

Tier 2
You can now use your Perception as binoculars with x5 times magnification.
Progression: Use Perception as a Microscope (with x5 times magnification) (2), Double magnification (2 / Max x160).

Photographic Memory[edit | edit source]

Tier 2
You can remember everything. At least almost everything. Roll Perception+5 vs the following Difficulty: (Time Value-10)x5.

Perfect [Sense][edit | edit source]

Tier 1
Focus: +d10 EV on [Sense]-based rolls.
Progression: Add Focus: +d10 AV (5), Remove Focus cost from EV (5), Remove Focus cost from AV (5).

Intelligence[edit | edit source]

Tier 1[edit | edit source]

Tier 1
Text
Advancement: (Progression)

Tier 2[edit | edit source]

Tier 2
Text
Advancement: (Progression)

Tier 3[edit | edit source]

Tier 3
Text
Advancement: (Progression)

Smarts[edit | edit source]

Tier 4
Gain a Smarts Pool at 2. Smarts may be used for all Int-based rolls. Focus: EV +d10.

Tier 5[edit | edit source]

Tier 5
Text
Advancement: (Progression)

Wits[edit | edit source]

Quick Reactions[edit | edit source]

Tier 1
Add 5 to Initiative.
Progression: Initiative (Progression 1), Extra Shots (Progression 15).

Quick Thinking[edit | edit source]

Tier 1
Shot: Add 10 to Initiative this Sequence.
Progression: Initiative (Progression 4, Starting at 5).

Thinking On Your Feet[edit | edit source]

Tier 2
Shot, use Move Action: Perform an Action but no Move.

Making The Call[edit | edit source]

Tier 2
You may use a Shot as a Luck point. Shots used in this way are not regained normally, only when resting as a normal Pool point.

Third Time's The Charm[edit | edit source]

Tier 3
You may use Shots to reroll a failed roll up to three times. Extra bonuses and dice must be rebought.

Debt Collecting[edit | edit source]

Tier 3
When you perform a Wits-based Action with 5+ EV, regain three Shots. Progression: Regain Shots (Progression 15), Lower EV required to 1+ (4).

Troublemaker[edit | edit source]

Tier 4
When using a Wits-based Interaction or Attack, you may cause Shot Loss and gain those Shots, instead of the normal effect.

Have Your Wits About You[edit | edit source]

Tier 4
Shot: You may use Wits as a Defense against anything.

Stepping In The Shadow's Footstep[edit | edit source]

Tier 5
Any performed Action may immediately be performed again by paying 1 Shot.
Progression: Regain the Shot if the Action is successful (3), Perform the Action twice again (8).

Wits Royale[edit | edit source]

Tier 5
Any time you spend a Shot, also gain +2 AV, +3 EV on your next Action.
Progression: AV (Progression 10), EV (Progression 2).

Focus[edit | edit source]

Cold Stare[edit | edit source]

Tier 1
Focus: Ignore an Interaction result, or any mind-altering effect except drugs.

Strength of Will[edit | edit source]

Tier 2
You have +2 Shock.
Advancement: Shock (Progression 5)

Focused Defense[edit | edit source]

Tier 3
Focus: any Active Defense.

Sand Pot Technique[edit | edit source]

Tier 4
You may ignore the first point of impairment
Advancement: Ignore impairment (Progression 20)

Mind Bridge[edit | edit source]

Tier 5
Focus: Initiate a Mind Battle with target within direct line-of-sight for [Focus] Sequences. If any participant loses that fight, their will is broken and must retreat or stand aside from the current conflict.
Focus: A Skill roll may be performed with Willpower+Focus.

Luck[edit | edit source]

Tier 1[edit | edit source]

Tier 1
Text
Advancement: (Progression)

Push Your Luck[edit | edit source]

Tier 2
Luck: Gain the Unlucky Flaw. Gain 5 Luck points. Second time you do this, gain Jinx. Third time, gain Very Unlucky. Remove one of these Flaws as a regained Pool point, per day.

Mr Unlucky[edit | edit source]

Tier 2
Luck: Counter an extra positive die by an opponent.

Snake Eyes[edit | edit source]

Burn 5 or all: Inflict a fumble.

Boxcars[edit | edit source]

Burn 5 or all: Cause a Critical.

Tier 4[edit | edit source]

Tier 4
Text
Advancement: (Progression)

Tier 5[edit | edit source]

Tier 5
Text
Advancement: (Progression)

Power[edit | edit source]

Mystic Vision[edit | edit source]

Tier 1
You can switch between normal and and astral, mystical or other occult vision. It takes an Action and 5 Sequences to switch.
Progression: Lower switch time (Progression 5), Lower Action required to Move (2), to Free (4)

Occult Implements[edit | edit source]

Tier 1
Your [hands/voice/blood/any other bodily fluid or part] count as implements, providing +5 EV to any Power-based Action. Progression: EV (Progression 1).

Master of Magic[edit | edit source]

Tier 5
Each Power point spent counts as 3 Power points on Power-based Schticks.

Powermonger[edit | edit source]

Each time you make an opposed roll and gain at least 1 Effect, you gain 1 Power.

Archfiend[edit | edit source]

Tier 5
Power: Power-based Action gain +d10 AV.
Advancement: Remove the Power Cost

Tier 3[edit | edit source]

Tier 3
Text
Advancement: (Progression)

Tier 4[edit | edit source]

Tier 4
Text
Advancement: (Progression)

Soul Pact[edit | edit source]

Tier 5 You receive a +4 modifier to your Power and 3 -1 modifiers to your other Attributes. Advancement: Power modifier (Progression 10)

Tier 5[edit | edit source]

Tier 5
Text
Advancement: (Progression)

Occult Prodigy[edit | edit source]

Tier 4
Gain a 2p Marvel Occult Schtick. This may be changed while sleeping. You may have 2p extra Marvel Occult Schtick per Max past 10. Progression: Gain more points in Schtick (2:1 cost)
.