Major shticks are defined as those which have a 5 in any axis, or 4 in any two axes, or are otherwise defined as major by the GM.
All major shticks have to have a Flaw, which are encouraged to be at least somewhat related to the shtick itself, but should not simply be a limition on the mechanic.
A follower shtick might have 'overly reckless' or 'unlucky' or 'sometimes off doing something he won't explain, when you want him.'
The shtick 'plus one orc!' might have 'must always attack orcs first' or 'must make will roll to not attack orcs' or 'in a combat in which you've used +1 orc (and thus become a flaming whirlwind of death) all subsequent attacks must make a dex check to not accidentally attack someone you didn't mean to' or 'Orcs have heard of me.'
You may buy a Major shtick only in your character concept. You may buy a Minor shtick in your concept or as something you learn/acquire in game.
1. A shtick with one narrow use (Superleap)
2. A shtick with one broader use (Eidetic Memory, I've Seen That Tech Before)
3. A shtick with flexibility in a limited range (Contacts, Flexible)
4. A shtick that covers lots of stuff (I Took A Class In That, Intuition, narrow psi shtick)
5. A shtick that's as broad as we'll let you have (Tech Toy of the Week, broad psi shtick)
This is admittedly partly a function of the way the runs get designed. If you buy something that winds up being used more or less frequently than we thought on design, we'll charge/refund some points.
1. A shtick used every few runs
2. A shtick used about every other run
3. A shtick used about once a run
4. A shtick used a couple of times a run
5. A shtick used multiple (~5) times in a run
If you're not clear exactly how you want something to be implemented mechanically, or if it doesn't have a good mechanical implementation, feel free to assign yourself a number here, and we'll just take that into account figuring out how much you get out of it.
1. Slightly helpful (Common Sense, Superleap)
2. Noticeably helpful (Sensor Tricks, Contacts, Eidetic Memory)
3. Can often swing a losing situation your way (+3 dice for this)
4. You're generally in control when this comes up (TK)
5. Woohoo! I've got it covered. (Flexible, One with the Ship, Telepathy)
Co-operative schticks need to be justified in some way, like characters buying minor schticks. Like character schticks, major cooperative schticks need flaws.
We add a fourth axis to the schtick cost chart:
0 One person (every schtick you've already purchased with EPs)
1 One person at a time (A party plasma brand)
2 Enough for a few at once (We've got three neural disruptors)
3 Enough for a full run but not switchable (Sorry, three of them are in tubes)
4 Enough for a full run and switchable (Yup, we've got eight radios.)
5 The whole party gets it all the time (Income/reputation for everyone)
Co-operative Schticks also have a schtick tax. The tax is equal to N-1, where N is the number of people contributing EPs to the schtick.
Finally, don't try and figure out how to make your own personal schtick more efficient to buy by pretending it's a one-person co-operative schtick.