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. 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. 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.

Common Powers
No prereqs.

Healing
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.

Sight
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.

Transcend
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.

Powerful
1 shock point: Add 5 to any Attribute until you have Full Shock points at end of Sequence. Progression 1. 10 shock points, Focus: Schtick lasts [Focus] hours.

Versatile
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5. 10 shock points, Focus: Schtick lasts [Focus] hours.

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]. Progression 1.

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

Life in Harmony
Armor 3 Armor: Ignore 1 point of Wound Impairment. Progression 2.

Invincible Armor
Armor 4 Armor: Gain Soak Diminish 1. Progression 25 (5p / Diminish up to 5).

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.

Bite
Bite 1 Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage. Progression 1 (first used).

Spiritual Bite
Bite 2 Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].

Piercing Bite
Bite 3 Bite: Bite gains [Focus]+3 Armor Piercing. Progression 1/2.

Vital Bite
Bite 4 Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt. Progression 25, Progression 1 for Shock points.

Soul Bite
Bite 5 Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound. Progression 10, Progression 25.

Call
Call 1 Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.

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 sometime the last three days).

Message Call
Call 3 Call, Focus: You may transmit up to [Focus words] with a Call. 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 EV Sequences. Intimidating Call, Focus: Targets travel away for EV minutes. Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature 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. Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.

Crush
Carry 2 Action: Destroy a normal inanimate object. Move: Make Free Action 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 to a Thrown Attack.

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

Charge
Full Move: Add [Focus x 2] to your Move.

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

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

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

Inherent Charge
Move: You may make a Full Move.

Sting
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4

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

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

Powerful Sting
Sting: Sting causes Knockdown on hit.

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

Tail
Sting?

Track
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] or [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 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 noted by up to [Focus] of your allies.

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 (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).

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

Momentum
Move: You may perform a Trample.

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

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

Stampede
Trample: Gain +1 EV Multiplier to Trample Attack.

Trample, Focus: Trample gains [Focus] EV multiplier.

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: Add [Focus/2] to EV multiplier 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, or Focus hours.