Unique Schticks Page:

Unique Schticks:
All these schticks are presented here for your enjoyment. They are primarily used to convey the flavor of certain types of heroes, and thus, are not available for just anyone. If the text says you can buy the Unique schticks (because you are the right archetype and you don't already possess it), the cost is 12 XP.



Acrobatic (Karate Cop):
You are extraordinarily agile and can perform feats of acrobatics that leave others gaping.

You get a +2 AV on your Martial Arts when you attempt any Stunt that involves acrobatics or agilility. This normally does not add to your chance to strike opponents, but it will add to your Active Dodge if you describe it in a suitable way. It does not add to Passive Dodge.


And Now, Mr. Bond... (Spy):
Villains seem to really enjoy gloating to you and spilling their vile plans in your company!

This is the Spy unique schtick from the FS rules.


Anything Handy (Everyman Hero):
You can pick up any mundane object and use it to great effect in combat.

You get a +1 Martial Arts AV in combat when you pick up an use any normally non-combat-related prop that's lying around (ie, a mop, frozen chicken dinner, tea jar, wine bottle, ladder, etc). Be creative. If the GM thinks you've been using the same object too often you'll lose the bonus.


Been Around the World (Reporter, Spy)*:
You have traveled all over the world and always know something about everything.

Spend a Fortune die to automatically know a useful tidbit of information on any subject at hand, as determined by the GM. If you have not spent time in a particular Juncture or the Netherworld the GM may suspend use of this ability there until you and he agree you have 'acclimated'.


Cook Fu (Everyman Hero)*:
You spend so much time in a kitchen that you have reached an amazing level of dexterity.

When using cooking stuff such as knives, boiling pots of water, vegetables, you get +2 to your Martial arts AV. Your GM is entitled to cancel this bonus if you stop being creative (You're Chan the Cook, not Jack the Ripper!) Note: this is similar to the 1850 Pirate archetype from BotV. It can obviously be used for several other professions by changing a few words.


Debonair (Spy, Gambler):
You are the epitome of suave, grace and good looks – no matter what. Car wrecks, blood stains, disheveled hair, faux pass, out-of-style wardrobe and imprisonment fail to make them any less appealing. YOU are the trend-setter!

You never take penalties for Seduction or Leadership checks based off of your appearance or circumstance, unless you deliberately make an effort to insult someone.


Duct-Tape Magician (Techie):
You can make anything run or work, even if it's just for a short while.

You can make any item work again for a scene by spending a fortune point and describing how you jury rig it (with duct tape or other items). No matter how bady it's broken, blow-up, or melted, you can get it to work. Useful for recovering that computer data from the blow-up lab you had a firefight in. The GM may veto use of this schtick if it will derail or ruin the plot.


Fearsome (Masked Avengers):
A expert on the criminal mind , miscreants and troublemakers tremble when you walk into the room.

You get a +5 AV bonus to Intimidation when you use it against criminally-minded or delinquent mooks.


Fools' Luck: (Everyman Hero):
You are extraordinarily lucky.

Once per session you can avoid any potentially nasty or unpleasant situation (from your Mother-in-Law visiting to certain death in the alligator pit) that occurs outside of direct combat. You cannot avoid anything that happens directly as the result of a combat action. You must describe to the GM an absurd and highly unlikely plot event that causes you to escape the situation.

Additionally, your Fortune stat never drops for the purpose of Fortune checks no matter how often you spend fortune points.


God of Gamblers (Gamblers):
When your luck is hot, things always seem to go your way.

Any time you miss a roll you may decide to retroactively spend a fortune point if it will help you make the check. You cannot use this ability in the parameters attacking someone or avoiding an attack. You must explain how it is your luck alters the event or check in question.


Gambling Fu (Gamblers):
Your skill with games of chance extends even to your ability to defend yourself with the tools of your trade.

When making attacks with playing cards, mah jong tiles, dice, or other gambling paraphenalia you use your Gambling AV instead of your Martial Arts AV. Most of these count as ranged STR +1 damage attacks, so they are usually better off used on Mooks than Named Characters.


Great Scot! (Private Investigators):
Like Sherlock Holmes, you have a keen mind for connecting details and clues into a coherent picture.

This is the unique Private Eye schtick from the FS rules.


Here It Is! (Techie, Medic):
You always seem to have a useful tool on hand.

Spend a fortune point and you can produce from your pockets, handbag, rucksack, whatever any useful and generic mundane tool that could normally be purchased or found but which you don't have on you just now.
Alternately you can also produce any specific item that you had in your possession in-game that you just happened to left elsewhere and could use right now (“Where did I put that CD-ROM we got from the Ascended?”).

Medics can produce generic medicines, drugs and medical instrumentation from their pockets instead of tools (“Ah, here's that sodium pentathol!”).

This schtick works even if you have been imprisoned or strip-searched, although the GM can deny you the sue of the schtick if it will ruin or derail the plot.


Hide Anywhere (Ninja, Thief):
You are an expert at finding places to hide even in the most stark of surroundings.

You don't suffer any penalties to Intrusion when you wish to hide even if normally concealing cover is absent – such as in a grassy field, or an empty room.

So long as you have even a modicrim of cover that you are able to get to and take advantage of (low-lying grass or a spot above a door lintel) you can make your opposed Intrusion vs. Perception roll without any penalty. GMs should be willing to stretch the believability of where you can hide, so long as you can provide even a flimsy excuse (I cling to the pipe on the ceiling, or pull trash over myself from the nearby waste basket).


Home Turf (Magic Cop):
You've gotten used to working magic in places where it is normally weaker.

This is the Magic Cop unique schtick from the FS rules. You do not suffer magic penalties in your home Juncture.


Honest Joe (Karate Cop):
Your honesty and integrity have a way of inspiring others around you to lend you aid or follow your lead.

You can use your Martial Arts AV as your Leadership AV when dealing with any basically righteous and law-abiding person or persons. When faced with any shady or disreputable person who would not normally help you out or follow your lead, you may spend a fortune point to make a normal Leadership check anyway – but the GM is allowed to veto the use of this schtick if it will ruin or derail the plot.


I AM the Law! (Karate Cop, Maverick Cop, Magic Cop):
Ordinary folks and run-of-the-mill villains are easily impressed by you.

If you verbally and visually declare your status as a peace officer you can use your Guns AV instead of your Intimidation AV for your Intimidation checks. This works on honest and righteous folk as well as criminals and shady types, but only if you are recognized as a legal authority (by wearning a uniform, having a badge, being backed up by fellow officers, etc). If you are not recognized as the legitimate legal authority (whether it's respected or not), you gain no bonus. This includes being tossed off the force or fired from the job (but not for being suspended).


I'm the Good Guy! (Everyman Hero, Karate Cop)*:
Hey, you're the hero – random events can never take you out of the picture! You are never threatened with accidental death.

Only make Death Checks if an attacker is making an effort to kill them. Otherwise, the Wound Point that would normally force a Death Check is ignored. Note: "effort" in this case is defined as a single person attack directed at the character with the intention to shuffle them off this mortal coil. Explosions don't count unless they were planted specifically for the PC in question, neither does an attacker that's brainwashed. Characters who put themselves into suicidal situations with the mere intent that they can survive because they have this schtick (and not for good roleplay) may lose the benefit of this schtick at the GMs call.


Instant Disguise (Thief, Ninja):
Through sheer presumptuousness and pluck, impromptu and makeshift disguises are your speciality, even with a minimum of props.

If you spend a fortune point you can use your Deceit skill to convince another person of your right to gain access to a certain point or place, or do a certain thing or of your identity, so long as you have a minor prop at hand, no matter how inplausible.

With a white carton and an apron you could bluff your way past guards at Buro facility as a 'delivery boy', or grab a clipboard and angrily explain you are a lab supervisor if discovered prowling about a secret facility. You will suffer no penalites for the scene in which you must make your check. The GM can veto use of this schtick if it runs or derails the plot, however.


Know thy Enemy (Monster Hunter, Magic Cop)*:
You are an expert in all things occult and strange. You have spent long years studying the strengths and weaknesses of various creatures of the night.

Once per fight and per opponent (or mook type), you can use your Info/the occult AV (or any other relevant Info skill) for an attack or defense. Alternatively, you may spend 3 shots and a Fortune die explaining to an ally how to stake Baron Zarowitch. He will receive a +3 bonus to his next attack. - thunk !


Lady Luck (Gamblers):
Your runs of luck are often amazing....when they last. When they are bad, they are very bad indeed.

When you spend a fortune point in a non-combat situation you may make a Gambling check – the difficulty is the difficulty of the check you are spending the fortune point on. Remember, your Gambling AV is decreased if your Fortune temporary attribute pool has been lowered due to spent fortune points. Thus, the more Fortune you lose, the more likely you are to fail the check.

If you succeed, you don't lose the spent Fortune Point, it is put back into your pool. If you fail, you lose the Fortune Point as normal. If you Fumble you lose all your Fortune Points, you are considered to have Fumbled the original check in question and take a -1 Impairment for the rest of the session.


Little Sucker (Scrappy Kid):
Being small has it's advantages – you make a small target for those large Abominations!

This is the Scrappy Kid unique schtick from the FS rules.


Never Die Once (Big Bruiser):
You're too tough to die...

Like all big heavies in the films, you tend to come back into the fray even after you've been assumed to be dead. This is basically the 'Inevitable Comeback' schtick. You can only take this once, and if the GM thinks you are purposely putting yourself in a situation where you can abuse this schtick he can revoke it's benefits.

People who (mistakenly) put you down are never able to quite manage to check out your body to make sure you really are dead – nor can they cut off your head, burn you, etc... the story always intervenes...


Prank (Scrappy Kid):
You are skilled at fooling people and pulling physical tricks on them.

This is the Scrappy Kid unique schtick from the FS rules.


Standing Tall (Big Bruisers):
You are a HUGE hombre – rising to your full height is all you need to get your point across.

Use your Strength as the base attribute for Intimidation AV.


Strength of Will (Old Master, Martial Artist):
You understand the subtle function of chi, leverage and sheer willpower in affecting your world.

When making armed or unarmed Martial Arts attacks, you can use your Fu rating instead of Strength. This works with any attack using Martial Arts, including Fu-based powers. This only applies to damage – is has no effect on what you can lift, pull or carry.


Tough S.O.B. (Big Bruiser):
You can withstand incredible punishment that others would wilt under.

This is the Big Bruiser schtick from the FS rules. You don't take -1 Impairment until 40 wounds and you don't take -2 Impairment until you are at 45 wounds. You don't begin to make Death Checks until you reach 50 wound points.


True Form (Magic Cop, Sorcerors):
You have studied otherworldly creatures long enough to penetrate their nefarious disguises.

This is the FS unique schtick in the rules. You have a basic SFX which can penetrate the Transformation, Illusion or other disguise abilities of supernatural creatures.


Unstable Invention (Techie)*:
Mad Scienceis your middle name.

Once a session you can come up with some kind of werid invention that will help to advance the plot. It can be used only for the duration of the session, since your contraptions tend to end their career very quickly (and noisily). If it is some kind of weapon, it stops working at the end of it's first fight. You can operate it with your Fix-It skill. Of course, if the machine is too big to fit in your luggage, you must find the resources to build it, or have a reasonable reason for having it hidden in the set sometime before. Be creative.


Voice Over (Private Investigator)*:
Like Mickey Spilane, you can narrate a story to your benefit...

When a scene begins, a voice over of you telling the story can be heard, in typical PI movie style. If you spend a Fortune die, the GM adds a useful info to his description of the scene. You must then actually say the line.

Example: Before entering a warehouse, you spend the die. The GM tells you that mooks are waiting for you inside. Then you say: ”When me and the compadres got into the warehouse, we hadn't the faintest idea that Big Brother's thugs would be crawling all over the place. By chance, I had brought my Tommy Gun and Wong had his sword with him.”

Of course, you retroactively decided to bring the weapons -since your characters didn?t know about the ambush. You couldn?t have deciced not to go in, because this would have derived the plot too much. - thunk


We're Tight Like That (Journalist):
You have a good relationship with a contact that might normally hate your guts.

This is the Journalist unique schtick in the FS rule book. If you spend a Fortune point you can guarantee that the contact you have doesn't want to see you suffer like a squashed bug.


Wierdness Magnet (Everyday Hero):
Strange things always seem to happen to you first – alien visitors, meteors from the sky, bat-babies on your front door, Communist Militants in your dorm room...yet, you always seem to escape unscathed.

Anytime something will happen to an ally that can cause them harm or nuisance, you can spend a fortune point and have it happen to you instead – you must describe how that comes to happen.

No matter how awful or how terrible the event is that you take on yourself, you will not suffer any permanent injury or death by virtue of your strange and unpredictable fortune and circumstance (though you can be rendered unconscious, taken captive, take wound points, etc). Nothing is too strange, or too circumstantial to occur to explain how this comes to pass – the only restriction is breaking the plot or involving GMCs that the GM does not wish to have enter into the story at that point.

Additionally, your life is just plain weird. You are targeted by all sorts of oddballs and tabloid-quality scenarios.


* These schticks were adapted from Feng Shui Grab Bag.

**These schticks were adapted from the T3 Feng Shui rules and are Copyright © 1998 and onwards, Carl Cramér.


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