Action!/Schtick/Creature Powers/Abysmal Spines

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Abysmal Spines[edit | edit source]

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[edit | edit source]

All Flaws may be applied to a booster instead.

Tiring[edit | edit source]

Flaw 1-5
1-5 Shockpoints.

Slowing[edit | edit source]

Flaw 3
1 Shot.

Exhausting[edit | edit source]

Flaw 5
Power use now requires the expenditure of a Power point .

Boosters[edit | edit source]

Extra Damage Types[edit | edit source]

Bleed[edit | edit source]

Burn[edit | edit source]

Chill=[edit | edit source]

Shock=[edit | edit source]

Magic Drain[edit | edit source]

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

Drain[edit | edit source]

Knockback[edit | edit source]

Tier 1
Attack gains Knockback.

Knockdown[edit | edit source]

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).