Action!/Schtick/Unique

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Signature Item[edit | edit source]

Tier 2
Choose one of the following:

  • +1 AV Skill (Progression 10)
  • +2 AV Proficiency (Progression 5)
  • +3 AV to Proficiency with Item (Progression 5/3)
  • +2 Levels (8) Damage (Progression 1)
  • +5 Levels (12) Damage with Item (Progression 1/3)
  • +1 Defense (Progression 5)
  • +2 Level (8) EV Skill (Progression 1)
  • +4 Levels (11) EV Proficiency (Progression 1/2)
  • +6 Levels (13) EV Proficiency with Item (Progression 1/3)
  • +2 Levels (8) Armor (Progression 1)

Soul Item[edit | edit source]

Tier 5
Choose Power, Focus or Luck and an Action when this Schtick is Aquired.
Free Action, Power, Focus or Luck: Signature Item gains a positive d10 to its chosen Action. You may use this only once during any specific Action.
Example:
Armor of God
Tier 10
+10 Chain & Plate +8 Armor, +3 Defense Free Action, Focus: Signature Armor gains d10 Armor during a Soak. You may use this only once during any specific Soak.

Air of Mystery[edit | edit source]

Tier 2, Progression 3
Gain +4 Defense against Sorcery.

Adept's Way[edit | edit source]

Tier 2, Progression 3
Gain +4 Defense against Adept Powers.

Bag Full of Stuff[edit | edit source]

Inspired by the work of Carl Cramér
As the Gun Schtick, but with other Skill-implements.

Balance and Serenity[edit | edit source]

Tier 2, Progression 2
Requires +4 Defense against something.
Gain 1 level (+5) Soak vs the same thing.

Big Bruiser[edit | edit source]

Tier 2
Your Wound Threshold goes up by 1.
Your Health is increased by 5
Your Strength is increased by 1
You gain the Flaw: Distinctive features (big) Advancement: +1 Wound Threshold, Health 5 (Progression 5), Strength +1 (2, Up to Schtick Max)

Blood Frenzy[edit | edit source]

Tier 2, Progression 10
Passive: Your first point of Wound impairment gives you a +1 bonus instead of -1 impairment.

Bodyguard[edit | edit source]

Tier 2
Choose a charge. You may only change your charge when the charge dies or releases you from your duty.
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[edit | edit source]

Tier 2, Progression 5 (AV Bonus)
Choose a Named quarry.
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[edit | edit source]

Tier 2
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 Combat 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...

Hotshot[edit | edit source]

Tier 2, Progression 3
Gain +4 Defense against Pursuit.

Daredevil[edit | edit source]

Tier 5
Become Inspired when the Difficulty of an Action is at least 5 higher than your AV.

Desperado[edit | edit source]

Tier 5, requires Daredevil
Attack, Luck: Gain a Luck if you miss.

Longshot[edit | edit source]

Tier 10, requires Daredevil
Luck: Gain 2 positive dice.

Death Wish[edit | edit source]

Tier 5, requires Daredevil
Gain a Luck each time you lose a Wound.

Elusive Target[edit | edit source]

Tier 2, Progression 3
Gain +4 Defense against Thrown.

Hard to Kill[edit | edit source]

Tier 2
Failed Stun-check, Luck: You regain all Shockpoints, Bandage all Wounds, and become conscious, at end of Sequence.

Heart of the Beast[edit | edit source]

Tier 2, Progression 3
Gain +4 Defense against Transformed Animal Powers.

Favored Enemy[edit | edit source]

Tier 2
+5 EV vs Type of Being
Advancement: AV(Progression 2)

Favored Terrain[edit | edit source]

Tier 1
+5 EV in Terrain Type
Advancement: EV(Progression 1)

Favored Weapon[edit | edit source]

Tier 1
+1 AV with Weapons
Advancement: AV(Progression 5)

Favored Type of Weapon[edit | edit source]

Tier 1
+2 AV with Saber
Advancement: AV(Progression 5/2)

Unique Weapon[edit | edit source]

Tier 1
+3 AV with Unique Weapon (My Fathers Sword)
Advancement: AV(Progression 5/3)

Heroic Comeback[edit | edit source]

Tier 2, Progression 10
Once (or more, with experience) 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.

Highly Trained[edit | edit source]

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.

Inner Peace[edit | edit source]

Tier 2, Progression 3
Gain +4 Defense against Martial Arts.

Like the Cavalry[edit | edit source]

By Robin Laws, modified by Oscar Ubeda Segmar
Tier 2
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[edit | edit source]

Tier 1
By Robin Laws, modified by Oscar Ubeda Segmar
After using Like the Cavalry, your Attacks gain a +3 AV bonus until the fight ends.

Magnetic Hero[edit | edit source]

By Carl Cramér (as Honest Joe)
Tier 2
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[edit | edit source]

Tier 2
Move or Full Move: You may perform Security/Sneak or Action/Stunt as a Free Action in shadow.

Flittering Shadow[edit | edit source]

Tier 2, Progression 10
Gain +1 Move while Sneaking using Ninja Run.

Deep Shadow[edit | edit source]

Tier 1, Progression 1/2
Gain 2 levels (8) of Security/Sneak EV using Ninja Run.

Packrat[edit | edit source]

Tier 2
Once per Session, you have the right tool for a job.
Choose Luck or Mind: You have the right tool for a job.
This is also a Juryrig Schtick.

Polyglot[edit | edit source]

Tier 2
You may communicate with any intelligent being. This might work in a lot of different ways. Define your ability.

Reflexive Action[edit | edit source]

Tier 6
Chose a Proficiency.
You may spend 1 Shot to gain an Extra Action when performing an Action with Chosen Proficiency.

Brilliant[edit | edit source]

Tier 2
Any positive dice may be spent after the roll.

Supernova[edit | edit source]

Tier 10
You gain 2 dice for every positive die. This allows you to gain 4 dice.

Smoke in Your Eyes[edit | edit source]

Tier 2, Progression 3
Gain +4 Defense against Missile Weapons.

Soul Essence[edit | edit source]

Tier 5
You may use any Soul point as any other.

Unnatural[edit | edit source]

Tier 2, Progression 3
Gain +4 Defense against Creature Powers.