Action!/Schtick/Animal
Transformed Animals[edit | edit source]
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.
Animal | Most often found inherent Powers |
Cat | Cunning, Dodge, Night Vision, Pounce |
Dog | Call, Loyalty, Track, Wise |
Dolphin | Call, Swim, Dodge, Cunning |
Frog | Climb, Jump, Swim, Tongue |
Wolf | Call, Herd, Night Vision, Track |
Horse | Charge, Impress, Trample, Herd |
Eagle | Impress, Flight, Wise, Sight |
Gorilla | Carry, Impress, Herd, Slam(Bite) |
Rooster | Impress, Flight, Peck(Bite), Frenzy |
Owl | Flight, Stealth, Night Vision, Wise |
Raccoon | Disease, Bite, Stealth, Cunning |
Rat | Disease, Gnaw(Bite), Stealth, Herd |
Fox | Dodge, Cunning, Impress, Stealth |
Bear | Slam (Bite), Armor, Frenzy, Wise |
Phoenix | Flight, Impress, Rebirth, Fire(Bite) |
Scorpion | Sting, Armor, Frenzy, Dodge |
Lion | Bite, Impress, Pounce, Herd |
Tiger | Bite, Stealth, Pounce(Charge), Night Vision |
Monkey | Call, Cunning, Dodge, Tail |
Rhino | Armor, Carry, Charge, Trample |
Elephant | Call, Carry, Impress, Trample |
Ant | Bite, Trail(Call), Carry, Mandible(Sting) |
Shark | Bite, Frenzy, Swim, Track |
Bat | Dodge, Flight, Herd, Sonar |
Wasp | Flight, Frenzy, Herd, Sting |
Bee | Carry, Flight, Herd, Sting |
Armadillo | Armor, Disease, Tongue, Track |
Lizard | Climb, Pounce, Dodge, Tongue |
Octopus | Tentacles, Swim, Wise, Ink(Stealth) |
Dragon | Choose 4 (Normally Flight, Impress, Breath(Bite), Swoop(Charge)) |
Transformed Animal Powers[edit | edit source]
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[edit | edit source]
Requires an Attribute 8.
Healing[edit | edit source]
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
Sight[edit | edit source]
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
Transcend[edit | edit source]
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[edit | edit source]
Choose an 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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Armor 2
Armor: Gain Resistance to Armor Piercing equal to 8.
Advancement: Resistance (Progression 1/2)
Life in Harmony[edit | edit source]
Armor 3
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
Invincible Armor[edit | edit source]
Armor 4
Armor: Halve incoming Damage.
Advancement: Increase Divisor by 1 (Progression 25)
Eternal Harmony[edit | edit source]
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[edit | edit source]
Bite 1
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Advancement: Damage (Progression 1)
Spiritual Bite[edit | edit source]
Bite 2
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
Advancement: Damage (Progression 1)
Piercing Bite[edit | edit source]
Bite 3
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
Vital Bite[edit | edit source]
Bite 4
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
Soul Bite[edit | edit source]
Bite 5
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Advancement: AV (Progression 10), Focus Drained (Progression 25)
Call[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Call 3
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
Summmoning Call[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Carry 1
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
Crush[edit | edit source]
Carry 2
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
Huge[edit | edit source]
Carry 3
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
Hurl[edit | edit source]
Carry 4
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
Unmovable[edit | edit source]
Carry 5
Passive: You are immune to Knockback and Knockdown.
Charge[edit | edit source]
Charge 1
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
Unstoppable Charge[edit | edit source]
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[edit | edit source]
Charge 3
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
Deft Charge[edit | edit source]
Charge 4
Move: You gain [Focus] Move. This does not stack with Charge.
Inherent Charge[edit | edit source]
Charge 5
Move: You may make a Full Move.
Climb[edit | edit source]
Climb 1
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
Climb[edit | edit source]
Climb 1
Climb: You may Climb at your normal Move Speed this Sequence..
Cunning[edit | edit source]
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.
Devious[edit | edit source]
Cunning 2
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
Quicksilver[edit | edit source]
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.
Crafty[edit | edit source]
Cunning 4
Wily[edit | edit source]
Cunning 5
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
Disease[edit | edit source]
Disease 1
Base Effect.
Sickness[edit | edit source]
Disease 2
Combat
Infection[edit | edit source]
Disease 3
Spread
Malady[edit | edit source]
Disease 4
Intensity
Pestilence[edit | edit source]
Disease 5
Dodge[edit | edit source]
Dodge 1
Free Active
Duck[edit | edit source]
Dodge 2
Active boost
Weave[edit | edit source]
Dodge 2
Passive
Bolt[edit | edit source]
Dodge 3
Extra Move
Swerve[edit | edit source]
Dodge 5
Counter?
Flight[edit | edit source]
Frenzy[edit | edit source]
Focus: Make a Double Attack against a single target.
Bloodlust[edit | edit source]
Hit = +Boost?
Fury[edit | edit source]
Blood = Shots. May use Damage taken to pay.
Mania[edit | edit source]
Free Move between Attacks.
Rage[edit | edit source]
Triple Attack.
Herd[edit | edit source]
Impress[edit | edit source]
Jump[edit | edit source]
Night Vision[edit | edit source]
Pounce[edit | edit source]
Rebirth[edit | edit source]
Sight[edit | edit source]
Sonar[edit | edit source]
Stealth[edit | edit source]
Sting[edit | edit source]
Sting 1
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
Poisonous Sting[edit | edit source]
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[edit | edit source]
Sting 3
Attack, Shot: Free Sting, may make a Free Move after Attack.
Powerful Sting[edit | edit source]
Sting 4
Sting: Sting causes Knockdown.
Soul Sting[edit | edit source]
Sting 5
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
Tail[edit | edit source]
Sting?
Tongue[edit | edit source]
Track[edit | edit source]
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[edit | edit source]
Track: Your Track effects are now noted by up to [Focus] of your allies.
Pack Track[edit | edit source]
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
Tag Track[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
Momentum[edit | edit source]
Move: You may perform a Trample.
Full Move, Trample: You gain [Focus] Damage to the Trample.
Lead Foot[edit | edit source]
Trample, 1 Shock point: Trample gains [Focus] EV.
Stampede[edit | edit source]
Trample: Gain +1 EV Multiplier to Trample Attack.
Trample, Focus: Trample gains [Focus] EV multiplier.
Focused Trample[edit | edit source]
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
Wise[edit | edit source]
Focus: Add 5 to AV of any Int-based Action.
Lore Master[edit | edit source]
Wise: Add [Focus] to EV of any Int-based Action.
Akashic Soul[edit | edit source]
Wise: Double the PV of any Int-based Action.
Soul Master[edit | edit source]
Wise: Gain a Power or Luck.
Soul Memory[edit | edit source]
Action, Focus: Gain any Proficiency. This lasts Focus hours.
Wise Eye[edit | edit source]
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.