Action!/Schtick/Animal

=Transformed Animals= The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.

= Transformed Animal Powers = Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power. Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.

Common Powers
Requires Attribute 8.

Healing
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.

Sight without Sight
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.

Transcend
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.

Powerful
Choose the prerequisite Attribute when this Schtick is bought, except Focus. 1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. 10 shock points, Focus: Schtick lasts [Focus] hours. Advancement: Attribute and increase shock point cost by 1 (Progression 2).

Versatile
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence. 10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed. Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).

Armor
Armor 1 1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence. 5 Shots, Focus: Schtick lasts [Focus hours]. Advancement: Armor (Progression 1)

Armored in Life
Armor 2 Armor: Gain Resistance to Armor Piercing equal to 8. Advancement: Resistance (Progression 1/2)

Life in Harmony
Armor 3 Armor: Ignore 1 point of Wound Impairment. Advancement: Wound Impairment (Progression 10)

Invincible Armor
Armor 4 Armor: Remove 1/5 of incoming Damage. Advancement: Increase fraction by 1/5 (Progression 25)

Eternal Harmony
Armor 5 Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak. Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense. Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)

Bite
Bite 1 Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.

Spiritual Bite
Bite 2 Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul]. Focus: Gain all Bite Effects. This is in addition to other Focus costs.

Piercing Bite
Bite 3 Bite: Bite gains [Focus] Armor Piercing. Advancement: AP (Progression 1, +3 Armor Piercing, 1 level bought)

Vital Bite
Bite 4 Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt. Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)

Soul Bite
Bite 5 Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound. Advancement: Extra Wound inflicted + Focus Drained (Progression 25)

Call
Call 1 Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table. Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)

Targeted Call
Call 2 Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).

Message Call
Call 3 Call, Focus: You may transmit up to [Focus words] with a Call. Advancement: Number of words (Progression 1)

Summmoning Call
Call 4 Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep. Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].

Intimidating Call
Call 5 Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences. Intimidating Call, Focus: Targets travel away for EV minutes. Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].

Carry
Carry 1 1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence. Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).

Crush
Carry 2 Action: Destroy a normal inanimate object. Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.

Huge
Carry 3 Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.

Hurl
Carry 4 Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.

Unmovable
Carry 5 Passive: You are immune to Knockback and Knockdown.

Charge
Charge 1 Full Move: Make a Move of [Move x 2+Focus x 2] meters.

Unstoppable Charge
Charge 2 Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].

Furious Charge
Charge 3 Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.

Deft Charge
Charge 4 Move: You gain [Focus] Move. This does not stack with Charge.

Inherent Charge
Charge 5 Move: You may make a Full Move. Deft Charge now stacks with Charge.

Climb
Climb 1 1 shock point: You may Climb at your normal Move Speed this Sequence.. Normal: Move/5 Climb speed.

Mountain Goat Climb
Climb 2 Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.

Cat Climb
Climb 3 Climb: Free Sneak.

Snake Climb
Climb 4 Climb: You may perform any Free Action.

Spider Climb
Climb 5 You may walk on, along or under any solid surface, clinging to it.

Cunning
Cunning 1 Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first. Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).

Devious
Cunning 2 Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning. Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).

Quicksilver
Cunning 3 Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first. Advancement: More Schticks (3).

Crafty
Cunning 4 You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.

Wily
Cunning 5 The Schtick gained still has three uses, but lasts indefinitely. Advancement: More uses (Progression 10).

Disease
Disease 1 Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0. Focus: Affect target with all your Disease Effects.

Sickness
Disease 2 Touch: Inflict EV/5 impairment to target, removable as pool points.

Infection
Disease 3 Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual. Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV. Bodily fluids Vector: Spread is automatic. Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].

Malady
Disease 4 Intensity

Pestilence
Disease 5

Dodge
Dodge 1 Free Active

Duck
Dodge 2 Active boost

Weave
Dodge 2 Passive

Bolt
Dodge 3 Extra Move

Swerve
Dodge 5 Counter?

Frenzy
Focus: Make a Double Attack against a single target.

Bloodlust
Hit = +Boost?

Fury
Blood = Shots. May use Damage taken to pay.

Mania
Free Move between Attacks.

Rage
Triple Attack.

Sting
Sting 1 Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.

Poisonous Sting
Sting 2 Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.

Fast Sting
Sting 3 Attack, Shot: Free Sting, may make a Free Move after Attack.

Powerful Sting
Sting 4 Sting: Sting causes Knockdown.

Soul Sting
Sting 5 Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.

Tail
Sting?

Tongue
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5. Advancement: EV (Progression 1).

Sticky
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.

Dragger
You may pull your grappled target to you. Advancement: Range (Progression 1)

Barbed
You do [Strength+Focus] Damage with your tongue.

Autotomy
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.

Track
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] or [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.

Group Hug
Track: Your Track effects are now shared with a number of allies up to your [Focus].

Pack Track
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.

Tag Track
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.

Badge Track
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).

Trample
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.

Momentum
Move, Focus: You may perform a Trample.

Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.

Lead Foot
Trample, 1 Shock point: Trample gains [Focus] EV.

Stampede
Trample: Gain Multi-Target 2.

Trample, Focus: Trample gains Multi-Target [Focus].

Focused Trample
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.

Wise
Focus: Add 5 to AV of any Int-based Action.

Lore Master
Wise: Add [Focus] to EV of any Int-based Action.

Akashic Soul
Wise: Double the PV of any Int-based Action.

Soul Master
Wise: Gain a Power or Luck.

Soul Memory
Action, Focus: Gain any Proficiency. This lasts Focus hours.

Wise Eye
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.