Action!/Schtick/Attribute/Old
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.