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),

=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 .

=Boosters=

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

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).