Action!/Schtick/Attribute/Old

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All Attribute Schticks require that the Attribute in question is at least 10 (unmodified).
A variant is that Attribute Schticks require that the Attribute in question is at least 8+number of previous Attribute Schticks (unmodified).
These Schticks are primarily intended for campaigns where other Schticks are rare.

Strength[edit | edit source]

The Ox is Strong[edit | edit source]

Passive: Your carrying and lifting Strength is at +10.

Conditioning[edit | edit source]

Passive: You have Armor equal to your basic Strength. No enhancements.

Lethal Weapon[edit | edit source]

Passive: Your body now counts as a +5 Damage weapon.

Increased Momentum[edit | edit source]

Passive: Any close combat weapon you use now gets a +2 EV Multiplier.

Fitness[edit | edit source]

Passive: Add your Strength to your Shockpoints.

Agility[edit | edit source]

Lightning Reflexes[edit | edit source]

Passive: Your Agility counts Double when calculating your Shot Pool. (Agility x 2 + Luck + Wits)/3.

On the Move[edit | edit source]

Action: You may perform a Free Move.

100-meter Dash[edit | edit source]

Passive: Your Move is increased by Agility.

The Human Target[edit | edit source]

Active Defense: Your Active Defense provides Agility Defense.

Contortionist[edit | edit source]

Passive: All Agility-based rolls are now Routine.

Toughness[edit | edit source]

Fortitude[edit | edit source]

Your natural Wound Threshold is now at +5.

The Earth Is Patient[edit | edit source]

Add Toughness to your Soak.

Deep Reserves[edit | edit source]

Add Toughness/2 (rounded down) Wounds and Toughness Shockpoints .

Explosive Effort[edit | edit source]

2 Shockpoints: You may make a Move as a Free Action. This costs Wounds when you ignore or regenerate Shockpoints.
5 Shockpoints: You may take an Action. This costs Wounds when you ignore or regenerate Shockpoints.
Action, Wound: Gain a d10 to your Action.

Long Distance Runner[edit | edit source]

You regain Shockpoints if you only Move and Defend during a Sequence. You regain an extra Shockpoint when you do nothing.

Perception[edit | edit source]

Hypersense[edit | edit source]

Choose one sense. It gains the following ability:
Passive: AV rolls including [the sense] now always count as Routine. Luck dice add to the real total, not the 0.

Sixth Sense[edit | edit source]

Passive:You are never surprised or blindsided as long as you are not taking any Actions.

Awareness[edit | edit source]

Passive:You do not receive any environmental penalties to your Perception-based rolls.

Hand-Eye Coordination[edit | edit source]

Passive:You gain a +2 EV multiplier to any gun wielded.

Intelligence[edit | edit source]

Brilliant Genius[edit | edit source]

Passive: You gain an Int-pool if you didn't already have it.You can use such a point as a point from any Soul Pool.

Knowledgeable[edit | edit source]

Passive: You always roll at least 0 Outcome on any Academics or Knowledge element of a Proficiency.

Lightning Calculator[edit | edit source]

Perform any Action: You may perform a Free Intelligence-based Action.

Professor[edit | edit source]

Passive: You gain an Int-pool if you didn't already have it. You can use such a point to gain a temporary Information Schtick that works as an Academic or Knowledge Proficiency at your Int or Skill rating.

Wits[edit | edit source]

Action-oriented[edit | edit source]

Perform Wits-based Action: You may perform a Free Body, Spirit or Soul-based Action.

Foresight[edit | edit source]

Passive: Your Wits counts double against your Shot Pool.

The Way of Wit[edit | edit source]

Passive: Your Wits counts against your Presence.

Speed of Thought[edit | edit source]

Shot: Gain Wits Initiative.

Double-Time[edit | edit source]

Perform Action: You may perform an identical Free Action.

Charisma[edit | edit source]

Natural Leader[edit | edit source]

Action, Presence: Bolster other allies' Actions with an extra positive die. Unnamed characters all gain the extra die, while named characters also receive a point of refill for any Pool.

Gaze[edit | edit source]

Perform Action: You may perform a Free Charisma-based Action.

Gifted Performer[edit | edit source]

Passive: You may use Performance as a combat skill, damaging Presence with Charisma and causing Shock points. At 0 Presence, target is thoroughly humiliated.

Mr. Personality[edit | edit source]

Presence: Gain the effect of 2 Presence.

Manipulation[edit | edit source]

Silver Tongue[edit | edit source]

Passive: You gain a +d10 EV on all Manipulation-based Actions.

Solid Banter[edit | edit source]

Presence: No-one may interrupt your monologue, not even during combat.
Passive: Your Manipulation counts twice against your Presence.

Liar, Liar[edit | edit source]

Perform Action with Manipulation: Gain a point of Presence if successful.

Ox and Feces[edit | edit source]

Active Defense: Your Active Defense is equal to Interaction or Deceit/Manipulation.

Empathy[edit | edit source]

Caretaker[edit | edit source]

Action: You read your opponent's motives.
Passive: Empathy counts twice against your Presence.

Stolid Defender[edit | edit source]

Presence: You gain +d10 on any Defense.

Healing Soul[edit | edit source]

Passive: Any healing attempts from or on you gains +d10 AV.

Koans and Mantras[edit | edit source]

Passive: You may Defend anyone against Spirit-based Effects.

Focus[edit | edit source]

Single-minded[edit | edit source]

Action: Lower Defense by 5. You receive +5 AV and a +2 Effect multiplier on all Actions.
Action: Your Defense, AV and Effect Multiplier returns to normal.

Focusing Moment[edit | edit source]

Action: Regain a Focus point.

The Dragon[edit | edit source]

Focus: Substitute any Attribute with Focus until end of Sequence.

Focal Point[edit | edit source]

Focus: Gain d10 AV on any Action.

Luck[edit | edit source]

Jinx[edit | edit source]

Luck: Inflict negative dice on opponent or cancel spent Luck point.

Pure Luck[edit | edit source]

Luck: Gain 2 Luck dice.

Surefire[edit | edit source]

Beside the normal effect, you gain Routine on your Action roll when you use a Luck point.

Lady Luck's Smile[edit | edit source]

At the beginning of each Sequence you regain a point of Luck, as long you don't have a Luck point.

Power[edit | edit source]

Soul Pact[edit | edit source]

You receive a +5 modifier to your Power and 3 -1 modifiers to your other Attributes.

Master of Magic[edit | edit source]

Each Power point spent counts as 3 Power points.

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]

Passive: Occult Actions and Active Defenses gain a +d10.