QUAD Action!

=Attributes=

Body

 * Strength
 * Agility
 * Toughness

Mind

 * Perception
 * Intelligence
 * Wits

Presence

 * Charisma
 * Manipulation
 * Empathy

Soul

 * Focus
 * Luck
 * Power

Society

 * Influence
 * Resources
 * Status

Construction

 * Intensity
 * Versatility
 * Capacity

=Skills=
 * Academics
 * Arts
 * Athletics
 * Bureaucracy
 * Crime
 * Deceit
 * Demolitions
 * Influence
 * Intimidation
 * Leadership
 * Medicine
 * Melee Weapons
 * Observation
 * Occult
 * Presence
 * Profession
 * Pursuit
 * Ranged Weapons
 * Science
 * Sneak
 * Stunt
 * Survival
 * Tactics
 * Tech
 * Thrown Weapons
 * Unarmed Combat

Action

 * Stunt
 * Dodge
 * Martial Arts
 * Thrown
 * Athletics

Deceit

 * Bluff
 * Disguise
 * Trick
 * Tactics
 * Guile

Ranged Weapons

 * Archaic
 * Guns
 * Heavy Weapons
 * Vehicle
 * Gunnery

Interaction

 * Social
 * Leadership
 * Intimidation
 * Performance
 * Willpower

Medicine

 * Psychologist
 * Physician
 * Arcanotechie
 * Cyber Researcher
 * Exotic Medicine

Observation

 * Gambling
 * Navigation
 * Notice
 * Recon
 * Bureaucracy

Occult

 * Arcanowave/Occultech
 * Creature Powers
 * Sorcery/Psi
 * Super Powers
 * Gambling
 * Animal Powers
 * Adept Powers
 * Pulp Powers
 * Artifact
 * Summoning
 * Necromancy
 * Glamour
 * Prayer
 * Rituals
 * Hermetic Magic
 * Mentalism

Pursuit

 * Drive
 * Mecha
 * Ride
 * Pilot
 * Captain

Security

 * Intrusion
 * Crime
 * Pickpocket
 * Sneak
 * Forgery

Survival
Other exotic Survival types include: Urban, Dungeon, Ocean, Zombie, Mars.
 * Tropical
 * Subtropical
 * Cool Temperate
 * Warm Temperate
 * Polar
 * Military Recon

Tech

 * Build
 * Demolitions
 * Juryrig
 * Repair
 * Use

Academics
Knowledge and education

Examples include Egyptology, Ancient languages, Occult traditions, Things Man was not meant to know Profession

Profession and livelihood
Examples include Security Guard, Nuclear Physicist, Police, Mercenary, Freedom Fighter Arts The fine and not-so-fine arts

Examples include Songwriting, Journalism, Taoist ceremonies, Landscape painting

=Character Creation= Choose a Primary Attribute. Add 16 points of skills, with a maximum of 2 (3 for the Primary Attribute). Choose 4 Schticks. Choose up to 2 Perks and an equal amount of Flaws.

Perks

 * Gain 4 skill points.
 * 2 picks: Gain a secondary Primary Attribute.
 * 2 picks: Your Primary becomes Super Primary and now has a maximum of 4.
 * Gain a Schtick.
 * Gain a Friend.
 * Choose a Condition that causes you to gain a 1 certain Pool point. Luck Pool costs 2 picks.
 * Gain an extra Downtime Activity each Downtime. 2 picks.

Flaws

 * Lose your Primary Attribute. 2 picks.
 * Lose 4 Skill points.
 * Lose a Schtick.
 * Your Friend now becomes your Rival.
 * Incur a Rival.
 * You are in debt to a Faction, equal to your Resources+4.
 * Your first Downtime Activity costs [Resources-1] Resources.
 * You lose your first Downtime Activity each Downtime. Gain 2 picks.
 * Start with a Trauma.
 * Choose a condition that causes you to lose 1 certain Pool point, except Luck.

=System=

Rolls
Roll Skill number of d12s. Choose one, or if multiple 12s, all 12s.
 * 1-6: Failure
 * 7-8: Success with a double twist.
 * 9-10: Success with a single twist.
 * 11: Success.
 * 12: Success. Gain a corresponding Pool point.
 * 2x12: Critical. Gain 2 corresponding Pool points.
 * +1x12: +1 Critical. Regain additional corresponding Pool point.


 * 2 Pool points: Gain an extra die.
 * Deal: Gain an extra die.
 * 1 Cred: Gain +1 on any result in Downtime.

=Schticks=

Path of the Tiger
You perform a series of strong, penetrating Attacks. Gain level 1 Harm:'Tired' to gain +1 Potency to any Unarmed or Melee Attack.

Secrets of the Healthy Tiger
Requires Path of the Tiger Pay 2 Soul to regain level 1 Harm:'Tired' and gain +1d to your next Tiger Attack.

Secrets of the Wounded Tiger
Requires Path of the Tiger If you are Harmed, gain 1d to any Unarmed or Melee Attack.

Secrets of the Pouncing Tiger
Pay 2 Soul. When performing a Tiger Attack, gain +1 Potency.

Path of the Fox
Gain 1 Soul on any 5-7 or 8-9 Unarmed or Melee result.

Secrets of the Wily Fox
Gain 1 Soul on any 1-4 or 5-7 Unarmed or Melee result.

Secrets of the Eye of the Fox
Instead of gaining a Soul, you may gain +1d on any subsequent Action. If you gain 2 Soul, you may choose +1 Potency or Resist instead.

Path of the Drunken Master
You may imbibe a prodigious amount of alcohol. First time you use this Schtick, you gain Level 1 Drunken Harm:'Drunk', second time upgrade it to Level 2 Drunken Harm:'Staggering Drunk', and third time upgrade it to Level 3 Drunken Harm:'Blind Drunk'. Gain 1d per Level of Harm to Resistance rolls and ignore all penalties from this Harm to your Resistance, Unarmed and Melee.

Secrets of the Drunken Master
Gain 1d per level of Drunken Harm to Unarmed and Melee, and +1 Potency to all Martial Arts.

Path of the Storm
Pay 1 Soul. Perform a superhuman move Stunt.

Secrets of the Leaping Storm
Pay 2 Soul. Gain +1 Potency or +2 Scale to your Unarmed or Melee Attack.

Path of the Dragon
Pay 2 Soul. Your Unarmed and Melee Attacks gain +1 Potency.

Secrets of the Black Dragon
Requires Path of the Dragon Your Dragon Attack gains a secondary Damage Type: Electrical. Pay 1 Soul to get +1 Scale.

Secrets of the White Dragon
Requires Path of the Dragon When you Resist with Toughness, lose a maximum of 1 Toughness.

Secrets of the Southern Dragon
Requires Path of the Dragon Pay 4 Soul. Your Dragon Attack gains a total of +2 Potency or Scale.

Secrets of the Western Dragon
Requires Path of the Dragon Pay 2 Soul. You may perform a second Action besides your Unarmed Attack.

Secrets of the Nihon-Ryu
Requires Path of the Dragon Pay 1 Soul. Your Dragon Attack gains a secondary Damage Type: Fire.

Secrets of the Heavenly Dragon
Requires Path of the Dragon Pay 1 Soul. Your Dragon Attacks cause a lot of momentum and knockback (up to Soul zones), and when you resist, you ignore momentum and knockback and regain 1 Soul on 5-7, 8-9 or 10 result.

Wolf
Call, Herd, Scent, Tracking.

Healing
Pay 2 Soul. With a short rest, target gains a Healing roll.

Secrets of Healing
Pay 2 Soul. With a short rest, target gains a Healing roll with +1 Potency.

Sight
You may roll Occult to observe magical effects and creatures.

Secrets of Sight
Pay 1 Soul. You may roll Occult to observe magical effects and creatures with +1 Potency.

Transcendence
Pay 1 Soul. You may transform into your totem as a normal animal (that still counts as magical). You may purchase other Transformed Animals totem forms as a Veteran Advance.

Secrets of Transcendence
Pay 1 Soul. You may transform into your half-totem, half-human form that gains +1 Potency for 1 Soul. You may purchase other Transformed Animals secret totem forms as a Veteran Advance.

Power
Choose an Category when you buy this Schtick. Pay 1 Soul. You gain +1d on your next Skill from this Category. You may buy this Schtick from other Transformed Animals to gain other Category.

Secrets of Power
Pay 2 Soul. You gain +1 Potency or Scale on your next Skill from this Category. You may buy this Schtick from other Transformed Animals to gain other Category.

Versatility
Pay 2 Soul. You gain 2d on any Skill.

Secrets of Versatility
Pay 3 Soul. You gain a total of 4d on any Skill.

Call
Pay 1 Soul. Call any totem animals to or away from you. Also command them.

Secrets of the Call
Pay 1 Soul. Call or send any designated Transformed Animals to or from you.

Herd
Pay 1 Soul. Roll any group Action with your totem Animals present.

Secrets of the Herd
Pay 2 Soul. Gain +3d to any Resist roll.

Scent
Pay 2 Soul. Gain +3d to any Observation roll.

Secrets of Scent
Pay 2 Soul. You may ask the GM one question about anything present.

Tracking
Pay 2 Soul. Track any creature. If your target is magically stealthy, you may roll Observation to find it.

Secrets of Tracking
Pay 2 Soul. Know the current direction and distance to any creature. If your target is magically stealthy, you may roll Observation to find it.

Ox Body
You may carry +2 extra Load.

Conditioning
Requires Ox Body You count as one encumbrance level less.

Steel Body
Pay 2 Body. Gain +1 Potency with Martial Arts.

Bull Stance
Requires Steel Body Pay 2 Body. Gain 1d to Unarmed and Melee Attacks. Gain +1 Scale to Martial Arts.