Action!/Schtick/Creature Powers/Abysmal Spines

=Abysmal Spines= You have a set of natural weapons usable with Martial Arts or Creature Power that deal Strength+5 Damage. You may also Defend against Martial Arts with these. Advancement: Damage (Progression 1), Armor Piercing levels (Progression 1/2), Lower Treshold (Progression 20), Deal Damage based on Power (2), Power is resisted by Focus (2), Multiple Named Targets 2 (3, Progression as per Multiple Attack Table).

Flaws
All Flaws may be applied to a booster instead.

Tiring
Flaw 1-5 1-5 Shockpoints.

Slowing
Flaw 3 1 Shot.

Exhausting
Flaw 5 Power use now requires the expenditure of a Power point.

Bleed
Bleed

Burn
Burn

Chill
Chill

Shock
Shock

Magic Drain
Magic Drain Tier 2 For every Wound caused, a Power point is lost. Advancement: Power points are Drained instead of lost (2)

Area Attack
Tier 5 Attack now affects an Area [Power] meters radius. Miss up to negative Outcome of 5 still applies Damage. Each target in Area thus receives at least base Damage-5 from Attack. A Dodge+Agility Defensive Dodge Action lowers the Damage by the result, taking a Knockdown before the roll increases your Defensive Dodge by +5 AV.

Knockback
Tier 1 Attack gains Knockback.

Knockdown
Tier 1 This Power inflicts Knockdowns. Target must succeed on a a Knockdown roll (Stunt+Agility or Willpower+Focus versus 10+Shockpoints). Advancement: Knockdown if any Shockpoints are inflicted (1), on any hit (3).